Just a little addition to conditions you just forgot: You can negate them with '!'

And for BEHAVIOURs: The Priority can be changed with SetPriority(STRING BehaviourName, INT value). If you want a behaviour to occur only once you set the priority to 0 in the script and you do this: When the behaviour should occur you use SetPriority(STRING BehaviourName, INT value) in the ACTIONs part to set it higher and the last statement in the behaviour section should be to set the priority back to 0. Example:

Code
EVENT ShouldDrinkPotion
ON
	OnDamage(_,_,_,_)
ACTIONS
	IF "c1"
		ItemGetFromInventory(_, __Me, Minor_Healing_Potion)
	THEN
		SetPriority(DrinkPotion, 100)
	ENDIF

Code
REACTION DrinkPotion, 0
USAGE COMBAT
CHECK "c1"
	CharacterCanDrinkPotion(__Me, Minor_Healing_Potion, 0)
ACTIONS
	CharacterDrinkPotion(Minor_Healing_Potion)
	SetPriority(DrinkPotion, 0)



Furthermore in my experience some script commands can only be used in the BEHAVIOUR section (the one I know is CharacterDrinkPotion(Potion)).

Last edited by Raze; 09/09/14 11:16 PM. Reason: update code with that from later post