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Scripting Help


Caedwyr

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I know I had problems making a script work with an invisible creature, but I can't recall what the problem was. I do recall I used a different cre to test... a cow. :)

(Cows are great. You see them, and they do what you want them to.) Maybe using another creature without any invisibility / disabling effects to try the script would be an option for you, too. It worked for me. (And it was a bit of fun after all the frustration.)

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Ok, it seems to be doing something now. The CA#STLOS spell is being applied, but the kit isn't. Any hints on what I can do to get the kit to be applied as well?

The squirrel I'm now using appears and disappears almost right away, together with the -2 being applied to my STR, CON, AGI.

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I had the line

 

COMPILE ~DruidSor/BAFs/CA#AGEO.BAF~			 		   // Script for invisible creature to apply kit for Tutu and ToB games (TEMPORARY)

Located above

// Internal Name of the Kit
ADD_KIT ~CA#DSORC~

// appended to CLASWEAP.2da
~CA#DSORC			   1		   0		   1		   1		   0		   0		   0		   0~
// appended column-wise to WEAPPROF.2da
~CA#DSORC 0 1 0 0 1 0 0 1 0 0 0 0 0 0 0 1 0 0 0 0 0 0 1 0 0 0 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0~
// appended to ABCLASRQ.2da
~CA#DSORC			   0	   0	   0	   0	   13	  9~
// appended to ABCLSMOD.2da
~CA#DSORC			   -2	  -2	  -2	  0	   0	   0~
// appended to ABDCDSRQ.2da
~CA#DSORC			   0	   0	   0	   0	   17	  17~
// appended to ABDCSCRQ.2da
~CA#DSORC			   0	   0	   0	   0	   17	  17~
// appended to ALIGNMNT.2da
~CA#DSORC			   0	   1	   0	   1	   1	   1	   0	   1	   0~
// appended to DUALCLAS.2da
~CA#DSORC			   0	   0	   0	   0	   0	   0~

// path to your CLAB-style 2da file
~DruidSor/2DAs/CA#DSOR.2da~

// PC races and classes allowed to use this kit, from KITTABLE.2da
~~

// usability flags, added to the end of the KITLIST.2da entry
~0x00004000	 19~

// HLA table to use; see LUABBR.2da
~GE0~

// list of starting equipment for PCs starting in ToB. Appended column-wise to 25STWEAP.2da
~* * * BAG29 RING06 RING40 * BOOT01 AMUL21 BRAC15 BELT10 AROW11,40 BULL03,40 BOLT06,40 POTN52,5 POTN4,2 POTN14,5 SLNG05 DAGG05,40 STAF20~

/* Lower, mixed, and help kit names and descriptions, added to KITLIST.2da */
SAY @100
SAY @100
SAY @102

In the .tp2. Since the script references the kit name, the kit needs to be installed in order for the script to compile with AddKit(CA#DSORC) instead of AddKit(0). Its similar how I had to also compile my dialogues after installing the kit, because the dialogues have the same section of script in them to AddKit(CA#DSORC)

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That wouldn't have caused this: "I didn't see any sort of 1 appear above Player1's head when I used the item (new game after reinstalling the mod having made the changes)." (unless your script wasn't compiling to the override)?

 

In any case, glad that it's working now.

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