but for future reference, setting a global variable to itself plus a local variable in a global script causes the CS to CTD,
i also must remember that the item conditional for dialog refers to the PC, not the NPC.
Begin CT_Romance; Set via Dialogue to reduce Journal entries; Items added or removed via dialogue Short Romantic_notionsIf [ CT_Sobani->GetItemCount "Gold_001" < 10 ] returnendifIf [ CT_Sobani->GetItemCount "Gold_001" < 15 ] if [ CT_Sobani->GetItemCount "Gold_001" > 9 ] Set Romantic_notions to 1 endifendifIf [ CT_Sobani->GetItemCount "Gold_001" < 20 ] if [ CT_Sobani->GetItemCount "Gold_001" > 15 ] Set Romantic_notions to 2 endifendifIf [ CT_Sobani->GetItemCount "Gold_001" >= 20 ] Set Romantic_notions to 3endifEnd CT_Romance
if ( ( "CT_sobani"->GetItemCount "gold_001" ) > 10 )
Begin CT_Romance; Set via Dialogue to reduce Journal entries; Items added or removed via dialogue Short Romantic_notionsIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) < 10 ) returnelseIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) < 15 ) if ( ( "CT_Sobani"->GetItemCount "Gold_001" ) > 9 ) Set Romantic_notions to 1 endifelseIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) < 20 ) if ( ( "CT_Sobani"->GetItemCount "Gold_001" ) > 15 ) Set Romantic_notions to 2 endifelseIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) >= 20 ) Set Romantic_notions to 3endifEnd CT_Romance
if ( ( "CT_sobani"->GetItemCount "gold_001" ) > 10 )
Begin CT_Romance; Set via Dialogue to reduce Journal entries; Items added or removed via dialogue Short Romantic_notionsIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) < 10 ) returnelseIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) < 15 ) if ( ( "CT_Sobani"->GetItemCount "Gold_001" ) > 9 ) Set Romantic_notions to 1 endifelseIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) < 20 ) if ( ( "CT_Sobani"->GetItemCount "Gold_001" ) > 15 ) Set Romantic_notions to 2 endifelseIf ( ( "CT_Sobani"->GetItemCount "Gold_001" ) >= 20 ) Set Romantic_notions to 3endifEnd CT_Romance
Begin CT_Romance; Set via Dialogue to reduce Journal entries; Items added or removed via dialogue Short goldShort Romantic_notionsSet gold to CT_Sobani->GetItemCount "Gold_001"If ( gold < 10 ) returnelseif ( gold < 15 ) Set Romantic_notions to 1elseif ( gold < 20 ) Set Romantic_notions to 2else Set Romantic_notions to 3endifEnd CT_Romance
if ( ( GetWeaponType ) > -1 ) set weaponvariable to 1in the npc's script, then do the conditionals of your dialog to this local variable? i've never tried this function, so i'm not too sure how it'll work. edit: it's a tribunal function, so you'll need that (not sure if it also comes in bloodmoon)
target2 = max(iPerMinChance, target2)roll 100, win if roll <= target2if roll != target2: r = int(target2 - roll)else: r = 1 if roll <= target2: s = int(r * fPerDieRollMult * fPerTempMult) flee = max(iPerMinChange, s) fight = min(-iPerMinChange, -s)c = -abs(int(r * fPerDieRollMult))if success: if abs(c) < iPerMinChange: x = 0, y = -iPerMinChange else: x = -int(c * fPerTempMult), y = celse fail: x = int(c * fPerTempMult), y = c
Begin RAK_GuardResponseif ( menumode == 1 ) returnendifif ( doOnce == 2 ) set doOnce to 0 ; in case this script would be started again StopScript "RAK_GuardResponse" returnendifif ( doOnce == 0 ) set doOnce to 1 SetFight 100 SetFlee 0 StartCombat player ModPCCrimeLevel 10000 ; this will make guards attack playerendifif ( doOnce == 1 ) set timer to ( timer + GetSecondsPassed ) if ( timer < 1 ) ; give guards moment to respond return endif set timer to 0 ; reset for next time set doOnce to 2 ModPCCrimeLevel -10000 ; restores original bountyendifEnd RAK_GuardResponse
modpccrimelevel -1000to
set RAK_guardalarm to 1
player->getitemcount "gold_001" >= PCCrimelevel