Guest Slaadi Posted May 24, 2007 Posted May 24, 2007 In Icewind Dale (+HoW & TotL) I made a script but don't work well. The script is: IF See(NearestEnemyOf(Myself)) Global("Spell1","LOCALS",0) THEN RESPONSE #100 ForceSpell(Myself,WIZARD_SHIELD) SetGlobal("Spell1","LOCALS",1) SetGlobalTimer("Recast","LOCALS",28) Continue() END IF See(NearestEnemyOf(Myself)) GlobalTimerExpired("Recast","LOCALS") Global("Spell2","LOCALS",0) THEN RESPONSE #100 ForceSpell(LastSeenBy(Myself),WIZARD_HORROR) SetGlobal("Spell2","LOCALS",1) Continue() END Instead, the creature cast shield on self, but inmediatelly cast horror on the PC. In Baldur's Gate II this script work fine, the problem I think is "timer expired". How can I fix this? I am looking to the script for the bombardier beetle: IF Internal(Myself,4,2) THEN RESPONSE #100 ChangeCurrentScript("") END IF !TimerActive(4) See(NearestEnemyOf(Myself)) Range(NearestEnemyOf(Myself),7) !CreatureHidden(Myself) THEN RESPONSE #100 IncrementInternal(Myself,4,1) StartTimer(4,21) ReallyForceSpell(Myself,INNATE_BOMBARDIER_BEETLE_CLOUD) Wait(2) END Any ideas for the same effect of my script? (cast shield, 4 rounds later cast horror) ----------------- The other question is about the codes for the innate spells. For example, I cant' find the code (SPIN) for the "innate_bombardier_beetle_cloud", "trap_arrow", "trap_disease_darts" and so on. Any help is welcome.
Avenger Posted May 24, 2007 Posted May 24, 2007 iirc they use !GlobalTimerNotExpired instead of GlobalTimerExpired
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