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Related on the mod i've sent you, the flick could look like this:

// PATH:
// world\global\flick\sequences\ds2x_world\x2_01_elftown\x2_01_drianjul_talk.flick
////////////////////////////////////
//NPC SCID
// * s:0x20400049
////////////////////////////////////
[x2_01_drianjul_talk]			// MODIFIED/EXPANDED
{
	role (actor) speaker,listener;
//	external role 	hire_icon = 0x00000000;
	
	entry main;

	thread main
	{
	
	   speaker:
		Capture;

		if !WhenQuestComplete( x2_p6_surgeon2 )
		{
			StartConversation drianjul_base, wait;
		}

		else // QUEST x2_p6_surgeon2 HAS BEEN COMPLETED. DRIANJUL OFFERS TO JOIN:
		{
			startConversation conversation_drianjul_join, wait;			

			DrawExclamation false;		// ENABLED IN INSTANCE (INSTEAD OF MISSING HIRE ICON) NOW TURN IT OFF.

			if WhenActorIsPartyMember( speaker) 
			{
				SetInvincible false;

		//		BroadcastMessage (hire_icon, WE_USER_INDICATE_EMITTER_OFF);	
			}
		}

		Release;
	}
}

Instead of 'drianjul_hire_base' only 'conversation_drianjul_join' is used (widely because of job_talk_hire.skrit).
Also 'drianjul_base' is currently not used in the example mod, so you have to put it on Drianjul's conversation list again.

However I doubt that else if WhenQuestActive( x2_p6_surgeon2 ) is really needed, so i've removed it.
You only proceed to the lower part of the flick if the quest 'x2_p6_surgeon2' is done, so all its tasks most probably are completed as well and not active anymore!(?)

 
By the way, perhaps better leave 'conversation.gas' as it is. Supposed your conversations have unique name, you simple could add further files in the conversations folder. Smaller mod, lower risk of mod conflicts.