Oh boy. Now it doesn't call the brigand scripts at all. This is really just beyond me. All the code is a lot cleaner now I'll post the relevant bits.
Skippable commands:
Code: script, skippable wait, ticks, begin
while (skipping waits == false || ticks > 0 || current map == 7 || hero x(me) == 31
|| hero y(me) == 14 || check tag(25) == false) do (
if (key is pressed(key:space)) then (
skipping waits := true
set tag(25, on)
)
wait(1)
ticks -=1
)
end
script, skippable wait for npc, npc, begin
while(skipping waits == false || npc is walking(npc) == true || current map == 7 || hero x(me) == 31
|| hero y(me) == 14 || check tag(25) == false) do (
if (key is pressed(key:space)) then (
skipping waits := true
set tag(25, on)
)
wait(1)
)
end
script, skippable walk npc, npc, direction, distance, begin
if (skipping waits == false) then (
walk npc(npc, direction, distance)
)
end
The next part is the script that calls the "master" one. It is leaving another map onto the current one.
Code: plotscript, leaveferry, begin
variable (quest_tip)
quest_tip := check tag (19)
teleport to map (7,5,15)
set hero direction(me, left)
show map
fade screen out()
wait (1)
fade screen in
if (quest_tip == true) then (
show text box (23)
wait for text box
set tag(19, off)
)
callbrigands
end
script, callbrigands, begin
skipping waits := false
while (skipping waits == false) do, begin
brigand
brigand2
brigand3
end
if (check tag(25)) then (
# Whatever happens when you poison the well, but not when you leave the map
create NPC(5, 30, 13, west)
)
end
NPC 5 is a guy lying on his side. The next bits are my brigand scripts.
Code:
script, brigand, begin
variable(brig1)
skippable wait(100)
create NPC(2, 26, 14, east)
brig1 := NPC reference(2)
skippable walk NPC(brig1,north,1)
skippable wait for NPC(brig1)
skippable walk NPC(brig1,east,1)
skippable wait for NPC(brig1)
skippable wait(100)
skippable walk NPC(brig1,south,1)
skippable wait for NPC(brig1)
skippable walk NPC(brig1,east,2)
skippable wait for NPC(brig1)
skippable wait(200)
skippable walk NPC(brig1,west,2)
skippable wait for NPC(brig1)
skippable walk NPC(brig1,north,1)
skippable wait for NPC(brig1)
set NPC direction(brig1,east)
skippable wait (200)
skippable walk NPC(brig1,north,1)
skippable wait for NPC(brig1)
set NPC direction(brig1, north)
skippable wait for NPC(brig1)
skippable wait(50)
skippable walk NPC(brig1,south,2)
skippable wait for NPC(brig1)
set NPC direction(brig1, west)
skippable walk NPC(brig1,west,1)
skippable wait for npc(brig1)
destroy NPC(brig1)
end
script,brigand2,begin
variable(brig2)
skippable wait (100)
create NPC(3, 28, 11, south)
brig2 := NPC reference(3)
skippable walk NPC(brig2,south,1)
skippable wait for NPC(brig2)
skippable wait(200)
skippable walk NPC(brig2,east,1)
skippable wait for NPC(brig2)
skippable walk NPC(brig2,south,2)
skippable wait for NPC(brig2)
set NPC direction(brig2,east)
skippable wait for NPC(brig2)
skippable wait (100)
skippable walk NPC(brig2,north,2)
skippable wait for NPC(brig2)
skippable walk NPC(brig2,west,1)
skippable wait for NPC(brig2)
set NPC direction (brig2, south)
skippable wait (200)
skippable walk NPC(brig2,east,2)
skippable wait for NPC(brig2)
skippable walk NPC(brig2,south,1)
skippable wait for NPC(brig2)
set NPC direction(brig2,east)
skippable wait (50)
skippable walk NPC (brig2,west,1)
skippable wait for NPC(brig2)
skippable walk NPC(brig2, north,1)
skippable wait for NPC(brig2)
skippable walk NPC(brig2, west,1)
skippable wait for NPC(brig2)
skippable walk NPC(brig2, north,1)
set NPC direction(brig2, north)
skippable wait for npc(brig2)
destroy NPC(brig2)
end
script,brigand3,begin
variable(brig3)
skippable wait(100)
create NPC(4, 30, 13, west)
brig3 := NPC reference(4)
skippable walk NPC(brig3,west,1)
skippable wait for NPC(brig3)
skippable skippable wait (200)
skippable walk NPC(brig3,south,1)
skippable wait for NPC(brig3)
set NPC direction(brig3, east)
skippable wait(200)
skippable walk NPC(brig3,north,1)
skippable wait for NPC(brig3)
set NPC direction(brig3, west)
skippable wait for NPC(brig3)
skippable wait (200)
skippable walk NPC(brig3,south,1)
skippable wait for NPC(brig3)
skippable walk npc(brig3,west,3)
skippable wait(50)
skippable walk npc(brig3, east,3)
skippable wait for npc(brig3)
skippable walk npc(brig3, north,1)
skippable wait for npc(brig3)
skippable walk npc (brig3,east,1)
skippable wait for npc(brig3)
destroy NPC(brig3)
end
Any idea?