Feedback and Typos
#31
Posted 20 March 2008 - 11:17 AM
Only via dialogue would have the disadvantage that the player has to imagine all this. (Bug reports of the sort "there were no items in my inventory" included.)
#32
Posted 20 March 2008 - 11:24 AM
Then, I guess, it's PartyHasItem() all the way.
#33
Posted 20 March 2008 - 11:28 AM
I am still hoping.
#34
Posted 20 March 2008 - 10:50 PM
Also, I'm wondering how Daulmakan sold the stuff if he already gave it. What'd you do, pick the kids' pockets? Classy
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
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"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
#35
Posted 20 March 2008 - 10:58 PM
Miloch, on Mar 21 2008, 07:50 AM, said:
#36
Posted 20 March 2008 - 11:12 PM
You could also do a !HasItem("sweets","sarah") or whatever after the dialogue and make her whine to the effect of "Wah! You said you were giving me sweets and you didn't!" and only shut up once she actually gets it, but that seems like a more intensive solution, since you'd have to invent more dialogue for every object.
Aurora (new release!) * BG1 NPC * Gnomes * Haiass * Level 1 NPCs * Lost Items * P5Tweaks
PnP Free Action * Thrown Hammers * Unique Containers * In Progress: Adjusted Portraits * DSotSC (Tutu)
================================================================
Player & Modder Resources
BAM Batcher * Creature Lister * PSPad Highlighters * Tutu/BGT Area Map & List * Tutu Mod List
================================================================
"Wherefore do ye toil; is it not that ye may live and be happy? And if ye toil only that ye may toil more,
when shall happiness find you?" -H.P. Lovecraft, The Quest of Iranon
#37
Posted 21 March 2008 - 12:00 AM
Miloch, on Mar 21 2008, 08:12 AM, said:
I am considering putting all items inside a bag (that would just be a bag), thus only occupying one inventory slot. The PC would have to pick it up for giving the sweets, after that, it should be in the inventory, I assume, so I wouldn't need any extra dialogue for the bottles.
It would just not be the same... Andthe bag would at least weight 10 pounds
#38
Posted 21 March 2008 - 04:35 AM
Miloch, on Mar 21 2008, 03:50 AM, said:
As Jastey said, they were on the ground when the dialog option came up (hence the 'managed' line).
#39
Posted 21 March 2008 - 10:16 AM
#40
Posted 21 March 2008 - 10:38 AM
#41
Posted 21 March 2008 - 10:38 AM
#42
Posted 21 March 2008 - 10:46 AM
Daulmakan, on Mar 21 2008, 07:38 PM, said:
What would you say if the items disappear if the PC picks them up after the quest was finished. At least the sweets should disappear, as they were actually eaten. The bottles, toys and the coat could have been forgotten or dropped by the kids themselves. (hoping)
Kulyok: Comparing the posting time you are referring to my idea with the bag? What would be your opinion about the disappearing sweets?
Edited by jastey, 21 March 2008 - 10:47 AM.
#43
Posted 21 March 2008 - 10:52 AM
With the bag(if you want it to disappear, that is), you could do it a-la the Underdark(drow items): if the party still has the bag after the quest is complete, and they are in the master area(exited the house), the bag disappears.
#44
Posted 21 March 2008 - 10:55 AM
Kulyok, on Mar 21 2008, 07:52 PM, said:
I guess I will think about it some more, but currently I tend to prefer the "let the sweets disappear if they are in the inventory after the quest", since it would be so much less work (lazy me).
#45
Posted 21 March 2008 - 11:08 AM
jastey, on Mar 21 2008, 03:46 PM, said:
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