Stealing from critters.

Chris Parks

Vault Senior Citizen
I have a problem... Is this possible?

When the player steals from somebody, it can be either successful or not.

Is there a way for a script to check which one? And then act on it?

For example, when the player steals successfully, I want to float dialogue over his head. Can this be done in a general way to work on any critter in the game that I steal from?

Any help would be appreciated.
 
Check the script for John Sullivan in the Golden Gecko in Klamath. I seem to remember that if you try to steal from him and fail that he responds with floating text and no combat mode occurs.

At least that's what I remember.
 
Glovz said:
Check the script for John Sullivan in the Golden Gecko in Klamath. I seem to remember that if you try to steal from him and fail that he responds with floating text and no combat mode occurs.

At least that's what I remember.

Chinese guards in San Francisco do the same reactions...
 
Yeah, seen those.

The problem is that these are in the critter's scripts and I didn't fancy altering every critter's script in the game.

MIB88 sent me an idea:

if using_skill(dude_obj,10) then begin

where 10 is the Steal skill.

This could be put in the dude's script and would trigger when needed. However, it doesn't work for passive skills, only active one's like doctor and sneak.

Does anybody have any ideas how I could do this? If steal could be made an active skill, then it would work, but I don't know if it can be.
 
I'm not sure that's possible. The closest thing I can think of is the "using_skill" function (which, by the way, doesn't seem to work properly) and add it to the obj_dude script. Didn't get that to work though, and I doubt stealing is considered an "active" skill.

If the only way to do it is by adding code to all critters, then you could put the code in a header as a macro, so you'd only have to add one "word" of code to each script.
 
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