jastey Posted December 1, 2007 Share Posted December 1, 2007 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.) Link to comment
Caedwyr Posted December 1, 2007 Author Share Posted December 1, 2007 Yep, I've done exactly what you did there Nythun and nothing happened as usual. I'm going to take jastey's suggestion and try using some other creatures to cast the spell. Link to comment
Caedwyr Posted December 1, 2007 Author Share Posted December 1, 2007 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. Link to comment
Guest Guest_Nythrun_* Posted December 2, 2007 Share Posted December 2, 2007 Add the kit before compilation? Your compiled script is probably doing AddKit(0) at the moment. Link to comment
jastey Posted December 2, 2007 Share Posted December 2, 2007 Add the kit before compilation?Is it working now? What did you change? I want to understand so I don't run into the same problem next time. Link to comment
Caedwyr Posted December 2, 2007 Author Share Posted December 2, 2007 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) Link to comment
devSin Posted December 2, 2007 Share Posted December 2, 2007 Out of curiosity, which animation were you previously using? Bird? Link to comment
Caedwyr Posted December 2, 2007 Author Share Posted December 2, 2007 Squirrel I think, it had worked just fine for the PnP Celestials summoning spells invisible creature. Link to comment
devSin Posted December 2, 2007 Share Posted December 2, 2007 Er, so what did you change about the creature ("The squirrel I'm now using"...)? (With everything else correct, the only things I'm aware of that can make your scripts act funky are 271 and using any of the bird animations.) Link to comment
Caedwyr Posted December 2, 2007 Author Share Posted December 2, 2007 I had at first thought I was using another animation but I then checked and didn't change the phrasing. The big issue was the compiling the script before installing the kit (order of operations) Link to comment
devSin Posted December 2, 2007 Share Posted December 2, 2007 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. Link to comment
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