It doesn't matter; you can put two next to each other.
Item for NPC
Started by
Jared
, Jun 03 2011 05:05 PM
21 replies to this topic
#16
Posted 05 June 2011 - 03:44 PM
#17
Posted 05 June 2011 - 03:51 PM
I modified the RealNPC script just for this purpose. Here it is:
http://www.purezc.co...mp;#entry712799
Looks like they are still somewhat buggy though from what XpuppetMSB said. I'll fix them soon though.
http://www.purezc.co...mp;#entry712799
Looks like they are still somewhat buggy though from what XpuppetMSB said. I'll fix them soon though.
#18
Posted 05 June 2011 - 04:09 PM
It worked, Moo2wo! You've done it again!
Thanks SOOO much!!!
Thanks SOOO much!!!
#19
Posted 05 June 2011 - 08:09 PM
I see you got it fixed, but for anyone else trying this, I was suggesting something like this:
String 1 - Switch to String 4 if Link has Boomerang
String 2 - Asks for item
String 3 - Takes item and gives Link the Boomerang
String 4 - Whatever you wanted her to say after she has her item
So if Link has the boomerang, it switches over to the 4th string and passes over the ones of her asking for the item.
String 1 - Switch to String 4 if Link has Boomerang
String 2 - Asks for item
String 3 - Takes item and gives Link the Boomerang
String 4 - Whatever you wanted her to say after she has her item
So if Link has the boomerang, it switches over to the 4th string and passes over the ones of her asking for the item.
#20
Posted 11 June 2011 - 04:53 PM
You mean adding a generic talking string if Link has the item?
I could probably make a quick edit to include that but we need to move the convo about the script itself to the thread. This section isn't about scripts
Currently it works like this:
Before Link has the item to be traded, a string is displayed. This could be your normal NPC conversation.
If Link has the item, the NPC plays a string, and takes the item, logically asking for the item.
If the item has been traded, then the NPC plays a string, and it stays like that for ever and ever.
So I'm not seeing exactly how you want to add another string in there... Not that I don't know how to do it, but I don't exactly know what you want it to act like. I'm slightly confused
I could probably make a quick edit to include that but we need to move the convo about the script itself to the thread. This section isn't about scripts
Currently it works like this:
Before Link has the item to be traded, a string is displayed. This could be your normal NPC conversation.
If Link has the item, the NPC plays a string, and takes the item, logically asking for the item.
If the item has been traded, then the NPC plays a string, and it stays like that for ever and ever.
So I'm not seeing exactly how you want to add another string in there... Not that I don't know how to do it, but I don't exactly know what you want it to act like. I'm slightly confused
#21
Posted 11 June 2011 - 04:55 PM
Guys, I got this done a while ago XD
#22
Posted 12 June 2011 - 10:23 PM
Lol, just trying to help. Have fun with your quest.
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