Codes added to table and removed to save database space.
viewtopic.php?p=237076#p237076
__Corpo__ wrote: ↑Fri Feb 18, 2022 10:18 pm
So that's why my own scripts aren't activating anymore! Where do you see that error pop up?
If you right click the script when it fails, it should tell you why it failed. (This message may not always be accurate).
What we could do is first set up all the code ahead of time in an "activate on game start", then have codes that modify that initial allocation, such as changing the code to be jumps with a script, but otherwise basically setting up a code cave ahead of time (basically my method of script mods). Another way is same thing but with flags (which is how most people here do it). (Like my SP to 1 code above, for my personal table, I have a second script that mods the script and makes it so it sets SP to 0).
An example of what I mean by mod is in the table.
You could do something similar to this except with the newmem, you basically copy the jump to the end of the code and revert the code as if deactivating it. Then a second script switches the original code between the code and the jump.
Let me see if I can modify your code for you a bit (note, I haven't checked out the code).
Try the above.
I tried to find the values for diplomacy, but mostly found display values. One appears to be a real value (modifier value), but can't figure out where it gets used yet (looks like it is also a dummy value, but might lead to the actual value).