GETONTHIS will indeed refer to the attachment. GETONPARENT will refer to the npc it is attached to.
from xmlspawner2.txt
QUOTE |
- added the new GETONPARENT,property and GETONTHIS,property keywords. These are the GET counterparts to the SETONPARENT and SETONTHIS keywords. For attachments, the GETONPARENT keyword allows access to properties on the object that it is attached to. This is generally useful when trying to include properties in substitution strings, such as an XmlDialog where you could have a text string like this
Hello, my name is {GETONPARENT,name}
|
Wonderful! Thanks Arte, I'll make sure I read the document more carefully next time.
Rocko
I wanted the npc to react to fame or karma, and based on the instructions, I did the following:
Text: Hail Lord
Dependson: -1
Condition: GETONTRIGMOB,fame > 1000
Then walked towards him as a player, yet he does not speak, what did I goof?
I wanted the npc to react to fame or karma, and based on the instructions, I did the following:
Text: Hail Lord
Dependson: -1
Condition: GETONTRIGMOB,fame > 1000
Then walked towards him as a player, yet he does not speak, what did I goof?
When you DependsOn set to -1, that means that movement alone will trigger the dialog, but the triggering mob is still not set until someone actually speaks at which point it locks onto that person. The reason it works that way is due to the problems associated with having multiple people around. You want to activate it when people are around, but only lock onto the one person that is actually interacting with the dialog.
So with movement triggering alone, there is no triggering mob, which is why the fame check on the triggering mob fails.
If you added a keyword and required the player to say something then it would work.
I may add a DependsOn setting that allows you to lock onto a player just with movement to deal with the kind of situation that you are trying to set up.
ahh, Now I understand how it goes. So a keyword is added then it will check the fame correct?
perhaps someone can help here, I input:
GETONCARRIED,Necromancer Spell book,VISABLE=true
Text Welcome Necomancer
depends on -1
yet no welcome is spoken, what did I do wrong?
QUOTE (Hanse46 @ April 09, 2008 11:33 am) |
perhaps someone can help here, I input:
GETONCARRIED,Necromancer Spell book,VISABLE=true Text Welcome Necomancer depends on -1
yet no welcome is spoken, what did I do wrong? |
make sure that you have spelled everything correctly including all spaces and capitalization
GETONCARRIED,Necromancer Spell book,VISABLE=true
So check to make sure that the exact name of the item you are checking on is
"Necromancer Spell book".
Dont rely on what you see on mouseover of the object. Do a "[get name" and target the book and see what it returns.
Also the property you are checking should be "Visible" instead of "Visable"
Did not know about that [get name function and I never saw the mis spelling. Again, your system is sweet
QUOTE (ArteGordon @ December 29, 2005 01:57 pm) |
To test for properties on the triggering mob, such as fame or karma, you would use the GETONTRIGMOB keyword to get the value of a property on the triggering mob and set the Condition field like this
GETONTRIGMOB,fame > 1000
or
GETONTRIGMOB,karma > 0 |
fame, karma, Str, Dex, Int works great. But i want a Skill Condition like "Archery<60".
Just a Player with less or more Skill could do the Quest.
I have tryed so many things, example this:
GETONTRIGMOB,SKILL,Archery<60
GETONTRIGMOB,SKILLS,Archery<60
Can anyone help me?
And sorry, maybe my English is not the best one!
Looks to me like you're very close.
Try: GETONTRIGMOB,skills.archery.value<60
It works great.
Thanks a lot!