What i think is wrong in the dialog (maybe with all this contrary game they wrote it wrong): When you ask if magic would kill it, the narrator says *The rat gives you a long stare that tries - and fails - to say "of course not".* and this should mean that "of course not" -> "magic doesn't kill him" is true because he fails to say it. (PLUS: both dialogues end telling you that the rat steels itself for what's coming") So showing this it seems the rat wants to die. The explanation that the rat gives you on how to save him is very similar to the Verus counterpart, that is "you have to use a sharp shock of persuasive magic" (any magic) while Perfidus says "a sharp shock of persuasive magic DON'T solve my problem" (or something on the line) and since he tells lies and magic kills him is like saying "my problem is that i want to die and magic will do it". I tried anything, save-scumming and changing appearance with the disguise hat to see all dialogues and what i come up to is that this rat doesn't tell lies, but he says the opposite of what he want to mean. REGION Rat in maze IF CharacterUsedSkillOnTarget(_Player, CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, _, _) THEN CharacterDie(CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, 0, "DoT") ProcObjectTimer(_Player, "FTJ_SW_InsideRatDied", 4000) PROC ProcObjectTimerFinished(_Player, "FTJ_SW_InsideRatDied") AND ObjectGetFlag(_Player, "FTJ_SW_ToldLyingRatYes", 1) THEN StartVoiceBark("FTJ_SW_VB_InsideRatDied", (CHARACTERGUID)_Player) IF ObjectFlagSet("FTJ_SW_ToldLyingRatYes", _Player, _) THEN CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, "FleeFromPlayer", 0) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeInsideRat_4d27841e-cbe7-4240-b7d7-b40ce922665a, "WanderAbout", 0) IF ObjectFlagSet("FTJ_SW_ToldRattusVerrusYes",_Player, _) THEN CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "FleeFromPlayer", 0) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "WanderAbout", 0) IF CharacterUsedSkillOnTarget(_Player, CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, _, _) THEN ObjectSetFlag(_Player, "FTJ_SW_UsedMagicOnRattusVerrus", 0) ObjectSetFlag(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "FTJ_SW_GotMagic", 0) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "FleeFromPlayer", 100) CharacterSetReactionPriority(CHARACTERGUID_S_FTJ_SW_MazeOutsideRat_a8b53e17-07f1-43fb-832c-93c9ff9fb25d, "WanderAbout", 50) //END_REGION If skill used on truthful rat set flags ([resumably to respond he's been cured) for rat and have him wander about. I've pasted the code below, basically, if skill used on lying rat trigger death and voice line.
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