Could you record that tune as soundfile for the dungeons ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid="
:" border="0" alt="icon_eek.gif" />
Back to SLIGHTLY less bizarre topics:
Cat do you still have problems with not reappearing traders? This weekend I worked on NPCs who run away as well, and I made something that might work for you as well: NPCs that alternate between two or more locations.
Applied to a Sneaky this would work like this: You'd meet him first in e.g. Oxbay town, and when you scare him he would run away and reappear in Oxbay port. If you scare him there again he would run back to town. Or you could let him shuttle between two or more "hideout" houses, so that you always had to search a little for him.
One nice thing about this is that you don't have to make a case for that in quest_reactions. You can include the whole code in the dialogfile, like this
case "scare":
dialog.text = "I didn't cheat you, I swear!";
Link.l1 = "I'll kill you for that!... Hey, stay here...";
Link.l1.go = "exit_run";
break;
case "Exit_run":
LAi_SetActorType(Npchar);
if(Npchar.location=="Oxbay_town")
{
LAi_ActorRunToLocation(Npchar), "reload", "reload1", "Oxbay_port", "goto", "goto1", "", 20.0);
}
if(Npchar.location=="Oxbay_port")
{
LAi_ActorRunToLocation(Npchar), "reload", "reload1", "Oxbay_town", "goto", "goto1", "", 20.0);
}
DialogExit();
NextDiag.CurrentNode = NextDiag.TempNode;
break;
You must only somewhere switch off the actor type before you can talk to him again.