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C
Cheeki_Breeki 04.02.20 12:24 pm

Edit the script (S.T.A.L.K.E.R.: Call of Pripyat)

In General, there is a script in the dialogue on the issuance of money GG nitrogen, alter the amount for that day without the log. I suspect that in addition to the amount needed to edit something else, but that ? Who will help the example of the original script ?

Here is the original
Спойлерfunction jup_azot_by_sborka1 (first_speaker, second_speaker)
dialogs.relocate_item_section_from_actor (first_speaker, second_speaker, grenade_rgd5, 2)
end

function jup_azot_by_sborka11 (first_speaker, second_speaker)
local amount = 2000
dialogs.relocate_money_from_actor (first_speaker, second_speaker, amount)
dialogs.relocate_item_section_to_actor (first_speaker, second_speaker, grenade_rgd5_double)
end
function jup_forazot_actor_has_2000(first_speaker, second_speaker)
return db.actor:money() >= 2000
end

function jup_forazot_actor_hasnt_2000(first_speaker, second_speaker)
return db.actor:money() < 2000
end
function jup_forazot_actor_has_grsborkatype1 (first_speaker, second_speaker)
local cnt = 0
local function zat_b30_count(npc, item)
--printf(item:section: %s, item:section())
if item:section() == grenade_rgd5 then
cnt = cnt + 1
end
end

db.actor:iterate_inventory(zat_b30_count, nil)
if cnt > 1 then
return true
end

return false
end

function jup_forazot_actor_hasnt_ grsborkatype1(first_speaker, second_speaker)
local cnt = 0
local function zat_b30_count(npc, item)
--printf(item:section: %s, item:section())
if item:section() == grenade_rgd5 then
cnt = cnt + 1
end
end

db.actor:iterate_inventory(zat_b30_count, nil)
if cnt > 1 then
return false
end

return true
end

And that's what I naispravlyali
Спойлерfunction jup_azot_by_sborka1 (first_speaker, second_speaker)
dialogs.relocate_item_section_from_actor (first_speaker, second_speaker, grenade_rgd5, 2)
end

function jup_azot_by_sborka11 (first_speaker, second_speaker)
local amount = 300
dialogs.relocate_money_from_actor (first_speaker, second_speaker, amount)
dialogs.relocate_item_section_to_actor (first_speaker, second_speaker, grenade_rgd5_double)
end
function jup_forazot_actor_has_300 (first_speaker, second_speaker)
return db.actor:money() >= 300
end

function jup_forazot_actor_hasnt_300 (first_speaker, second_speaker)
return db.actor:money() < 300
end

function jup_forazot_actor_has_grsborkatype1 (first_speaker, second_speaker)
local cnt = 0
local function zat_b30_count(npc, item)
--printf(item:section: %s, item:section())
if item:section() == grenade_rgd5 then
cnt = cnt + 1
end
end

db.actor:iterate_inventory(zat_b30_count, nil)
if cnt > 1 then
return true
end

return false
end

function jup_forazot_actor_hasnt_grsborkatype1 (first_speaker, second_speaker)
local cnt = 0
local function zat_b30_count(npc, item)
--printf(item:section: %s, item:section())
if item:section() == grenade_rgd5 then
cnt = cnt + 1
end
end

db.actor:iterate_inventory(zat_b30_count, nil)
if cnt > 1 then
return false
end

return true
end
Thanks in advance.
9 Comments
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C
Cheeki_Breeki 04.02.20

here is the full script, because I don't know, can miss that
Original
Спойлерhttps://yadi.sk/d/IZXLV_bK3ZEVzT
My fix
Спойлерhttps://yadi.sk/d/j6lFgDqa3ZEWBo

V
VETER15 04.02.20

Cheeki_Breeki
not in the charset saved, or the amount of a certain

K
KPOT1987 04.02.20

Cheeki_Breeki
Better function names
jup_forazot_actor_has_2000
and
jup_forazot_actor_hasnt_2000
not change, maybe they where used.

C
Cheeki_Breeki 04.02.20

KPOT1987
VETER15
thanks for the help

C
Cheeki_Breeki 04.02.20

KPOT1987
Yes like should not. I will try then not to change.

K
KPOT1987 04.02.20

Cheeki_Breeki
The provided files are very different.
Example 1
dialogs_jupiter.script
function jup_b32_give_reward_to_actor (first_speaker, second_speaker)
local amount = 5000
dialogs.relocate_money_to_actor (first_speaker, second_speaker, amount)
dialogs.relocate_item_section_to_actor (first_speaker, second_speaker, skill_book_usp)
give_mp3_bonus ([[Bonuses\Бонус_10]], mp3_club_bonus_10)
give_secret (1)
end
_jupiter.script
function jup_b32_give_reward_to_actor (first_speaker, second_speaker)
local amount = 5000
dialogs.relocate_money_to_actor (first_speaker, second_speaker, amount)
give_skill_book ()
give_mp3_bonus ()
give_secret (1)
end
Example 2
dialogs_jupiter.script
if not has_alife_info (jup_b1_squad_is_dead) and squad_name == jup_b1_stalker_squad then
_jupiter.script
if dont_has_alife_info (jup_b1_squad_is_dead) and squad_name == jup_b1_stalker_squad then
Something somewhere with the files that you messed up, because of this error.

C
Cheeki_Breeki 04.02.20

KPOT1987
hmm, perhaps with different versions of the mod got rid of... the crash is exactly when the conversation, or rather, on a branch of a dialogue with the function of transfer of money.

V
VETER15 04.02.20

Cheeki_Breeki
if you change the amount of what to change the name I do not understand?
Of course you will fly)))

C
Cheeki_Breeki 04.02.20

KPOT1987
VETER15
Thanks for the help, figured out, no more crashes