Difference between revisions of "House for Sale Tutorial"

1,019 bytes added ,  10:40, 5 May 2006
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imported>Jsera
(Quick and Dirty Notes on A Purchase A House Quest)
imported>Jsera
Line 37: Line 37:


*Note: I do not mention the conditions, result scripts, & checks in the quest. (Actually I did but my dog sat on my surge protector and I’m not motivated to write them a second time) Refer to the game’s topics and infos to make sure you have everything linked correctly. Use the copy all conditions and paste them into your infos and then change their references to your town, house, door, furniture vendor, etc.
*Note: I do not mention the conditions, result scripts, & checks in the quest. (Actually I did but my dog sat on my surge protector and I’m not motivated to write them a second time) Refer to the game’s topics and infos to make sure you have everything linked correctly. Use the copy all conditions and paste them into your infos and then change their references to your town, house, door, furniture vendor, etc.
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Scriptname HouseBartholmFurnScript
short TotalCount
short MerchSetup
short Doonce1
float fQuestDelayTime
begin gamemode
;Kill script if conditions aren't met
if ( GetStage HouseBartholm < 10 )
Return
endif
;Merch Container Stuff
if ( GetStage HouseBartholm == 10 ) && ( MerchSetup == 0 )
HouseBartholmAddonsRef.Enable
HouseBartholmAddonsRef.SetOwnership ZorbagraUzgash
set MerchSetup to 1
endif
;These are the variable triggers that are set when a voucher is acquired
if ( Player.GetItemCount HouseBartholmBedroomAreaReceipt == 1 ) && ( Doonce1 == 0 )
ParentBedroomAreaBartholm.Enable
set TotalCount to ( TotalCount + 1 )
set Doonce1 to 1
endif
;Ends Quest if All Bought
if ( TotalCount < 11 )
if ( TotalCount == 10 )
setstage HouseBartholm 30
set fQuestDelayTime to 0
endif
endif
end
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ScriptName HouseBartholmScript
Begin OnLoad
If GetStage HouseBartholm == 10
If Player.GetInCell BartholmHouseForSale == 1
SetStage HouseBartholm 20
EndIf
EndIf
End
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