How about this example;
[
// 21_inc_crossroad
/*
Include for Crossroad scripts
*/
// ChazM 7/11/05
// ChazM 8/31/05 - constants and some functions moved to 21_inc_cr_vars
// FAB 10/12/2005 - Added Recruit counting
// ChazM 10/12/05 - integrated recruit counting into recruit spawning
// Tevans 1/19/06 - Added companion spawning function
// Tevans 3/9/06 - Added a bunch of stuff for calculating sergeants deployment
// 9/27/06 - BDF: changed SpecialMissionResults() so that JUST_COMPLETED increments (instead of binary TRUE/FALSE)
#include “ginc_object”
#include “21_inc_cr_vars”
#include “ginc_debug”
#include “x0_i0_walkway”
const string PROCESSED_SUFFIX = “_P”;
const string TIME_UNITS_TRAINED = “01_TUT”;
const string RR_INJURED_GREYCLOAK = “21_injured_gc”;
const string TAG_COT = “21_greycloak_cot”;
const string SPECIAL_MISSION = “SpecialMission”; // tracks which Special Mission intro has been opened by Kana
const int MAX_INT = 1000000; // change to Max Int once found
//void main (){}
]
Thats the start of 21_inc_crossroad script. Void main is empty. So just compile this script will suffice? Then put into override folder?
I guess I should go read tutorials, but my experience with tutorials is that they dont deal with editing, and only demonstrate how to create a new script.
I can understand better with real examples so pardon me posting so much here.
I found kana’s dlg and moved it to override to fix the smart tithe bug, and will see if anything else needs fixing in there too.
Found Heaven’s spawn script;
// Check on Light of Heavens
object oArea = GetArea(oPC);
string sArea = GetTag(oArea);
object oLight = GetObjectByTag("31_light");
int nLightHere = GetLocalInt(oArea, "LightWasHere");
int nLightReject = GetGlobalInt("bRejectedLight");
// See if Light of Heavens should be spawned here
if ( !GetIsObjectValid(oLight) && nLightReject == 0 && nLightHere == 0 )
{
// Create Light of Heavens at her waypoint in either the Merchant Quarter or Port Llast.
// SCRIPTER: Spawn a more powerful version of Light of Heavens depending on how many PC's are in the party.
location lLightLoc = GetLocation(GetObjectByTag("sp_" + GetStringLeft(sArea, 4) + "_light"));
CreateObject(OBJECT_TYPE_CREATURE, "31_light", lLightLoc);
SetLocalInt(oArea, "LightWasHere", 1);
From What I understand, need to create/designate a location in the module for her to spawn. And need to add a condition to spawn only when keep is owned - she cant be running around when you visit merchant district 1st time.
Joy is already placed in the act3 version of merchant district, inside the city A3 module, since there is only an animation script for her.
// Joy can dance if she wants to
object oJoy = GetObjectByTag("31_joy");
if (GetIsObjectValid(oJoy))
PlayCustomAnimation(oJoy, "dance02",TRUE);
So need to cut her from the A3 area and move into Merchant Quarter module or city A2 module? A2 has no merchant district area.
This is getting to be a major project for me.