Fire Gecko Pelts
Posted: Sat Apr 03, 2004 6:22 am
I've made a script for fire geckos so that they should drop fire gecko pelts, another thing I made. One problem: no matter what item's PID I tell it to create in their inventory, it creates a golden gecko pelt. Here's the modified code, tell me if you see any errors. If you can't find any errors in this, any idea where the error would be? Also, this causes the display to say "You see: Gecko" instead of "Fire Gecko" or "Tough Fire Gecko". Thoughts?
Any ideas where the problem is?
Code: Select all
/*
Name: FIRE GECKO
Location: Random Encounters
Description:
Log:
Please note any changes that have been made to the file in Updated. Then comment
the code which you have changed/altered/commented out. Please, do not delete any
code which was written.
Created:
Updated:
*/
/* Include Files */
/* Note, the Following Lines need to be in this order so that
the script will be compilable. The define Name is referenced
in a module from define.h and used in command.h. Please do
not change the ordering.
-rwh2 11/13/97
*/
#include "..\headers\define.h"
//#include "..\headers\<TownName.h>"
#define NAME SCRIPT_ZCFGECKO
#include "..\headers\command.h"
#define MIN_RAD_DAMAGE (1)
#define MAX_RAD_DAMAGE (3)
/* Standard Script Procedures */
procedure start;
procedure critter_p_proc;
procedure combat_p_proc;
procedure pickup_p_proc;
procedure destroy_p_proc;
procedure use_skill_on_p_proc;
procedure map_enter_p_proc;
/* Script Specific Procedure Calls */
procedure Node998; // This Node is Always Combat
procedure Node999; // This Node is Always Ending
// The next lines are added in by the Designer Tool.
// Do NOT add in any lines here.
//~~~~~~~~~~~~~~~~ DESIGNER TOOL STARTS HERE
procedure Node001;
//~~~~~~~~~~~~~~~~ DESIGN TOOL ENDS HERE
// The Following lines are for anything that is not needed to be
// seen by the design Tool
/* Imported variables from the Map scripts. These should only be
pointers and variables that need not be saved. If a variable
Needs to be saved, make it a map variable (MVAR_) */
/* Local variables which do not need to be saved between map changes. */
variable Only_Once:=0;
procedure start begin
end
/* This procedure will get called each time that the map is first entered. It will
set up the Team number and AI packet for this critter. This will override the
default from the prototype, and needs to be set in scripts. */
procedure map_enter_p_proc begin
Only_Once:=0;
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_TEAM_NUM,TEAM_GECKO);
critter_add_trait(self_obj,TRAIT_OBJECT,OBJECT_AI_PACKET,AI_GECKO);
end
procedure critter_p_proc begin
/* If the critter is mad at the player for any reason, it will attack and remember to attack
the player should the game be saved and loaded repeatedly. Additionally, if any special
actions need to be taken by the critter based on previous combat, the critter will remember
this as well. */
if (obj_can_see_obj(self_obj,dude_obj)) then begin
attack(dude_obj);
end
if (random(0,200) == 1) then begin
animate_move_to_tile(tile_num_in_direction(tile_num(self_obj),random(0,5),random(3,7)));
end
end
procedure combat_p_proc begin
variable rads;
if (fixed_param == COMBAT_SUBTYPE_HIT_SUCCEEDED) then begin
if (target_obj == dude_obj) then begin
if (not(is_success(do_check(dude_obj,STAT_lu,-1)))) then begin
rads:=random(MIN_RAD_DAMAGE,dude_level*MAX_RAD_DAMAGE);
if (rads > 5) then
rads:=5;
if ((cur_town == AREA_KLAMATH) or (cur_town == AREA_KLAMATH_TOXIC_CAVES)) then begin
rads:=random(0,1);
end
radiation_inc(target_obj,rads);
end
end
end
end
/* Whenever the critter takes damage of any type, this procedure will be called. Things
like setting ENEMY_ and LVAR_Personal_Enemy can be set here. */
procedure damage_p_proc begin
/* If the player causes damage to this critter, then he will instantly consider the player
his personal enemy. In Critter_Proc or through dialog, actions will be taken against
the player for his evil acts. */
attack(source_obj);
end
/* Any time that the player is caught stealing from this critter, Pickup_proc will be called.
In here, various things can happen. The most common response is instant hostility which
will be remembered. */
procedure pickup_p_proc begin
attack(source_obj);
end
/* This procedure gets called only on the death of this NPC. Special things like
incrementing the death count for reputation purposes and Enemy Counters are placed
in here. */
procedure destroy_p_proc begin
variable item;
if (has_trait(TRAIT_PERK,dude_obj,PERK_gecko_skinning_perk)) then begin
item := create_object(PID_FIRE_GECKO_PELT,0,0);
add_obj_to_inven(self_obj,item);
end
end
/* Any time a skill is used on a critter this call is made. This can be to give examinations
for things like Doctor skill or messages for various other skills. */
procedure use_skill_on_p_proc begin
end
/* Should the Player ever cause the NPC too much discomfort that he desires to attack the player,
this call will be made. Essentially, it stores the Hostile vaule so that the critter remembers
he was once hostile towards the player.*/
procedure Node998 begin
end
/* Anytime that there is a need for an ending to dialog, this node is to be called. It will just
exit from the dialog system without any reprisals from the NPC. */
procedure Node999 begin
end
// Not lines are allowed to be added below here
// The Following lines are from the Design Tool
//~~~~~~~~~~~~~~~~ DESIGN TOOL STARTS HERE
procedure Node001 begin
end
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