jastey Posted May 24, 2009 Share Posted May 24, 2009 It seems my check, whether a container in a custom area contains an item, doesn't work. The container has the name "Container 3", but neither IF HasItem("Container 3","c#aj0001") Global("C#Ajantistest","GLOBAL",0) THEN RESPONSE #100 SetGlobal("C#Ajantistest","GLOBAL",1) END nor "HasItem("Container3","c#aj0001")" (without the space) give a result. The area script is attached to the area and compiled, the item is in the container. Is there something I don't understand? Link to comment
jastey Posted May 24, 2009 Author Share Posted May 24, 2009 OK, that was so stupid - it should be " HasItem("c#aj0001","Container 3")" and now that works. What does not work yet, though, is the original idea: I want a visual effect to happen on a container if a party member casts the spell "detect invisibility" in a certain room: IF HasItem("c#aj0001","Container 3") SpellCast([PC],2203) //WIZARD_DETECT_INVISIBILITY THEN RESPONSE #100 CreateVisualEffect("c#ajinvi",[567.343]) END "c#ajinvi.vvc" is a custom visual effect. EDIT: .. that obviously doesn't work properly. Just ignore this thread, please. Link to comment
Avenger Posted May 25, 2009 Share Posted May 25, 2009 What if the spell was cast outside the area? You better check if the person close to the area is affected by the spell. Something like CheckStat(player1-6,SEEINVISIBLE) Link to comment
jastey Posted May 25, 2009 Author Share Posted May 25, 2009 That's a very good point. I will try this. Hm, it seems I need some help with the correct use of the CheckStat trigger. I use "CheckStatGT(Player1,0,SEEINVISIBLE)", but that doesn't give a result if the spell Detect Invisibility is cast. How am I supposed to use it? Or is the spell not changing the stat, and this checks for something else? Link to comment
Avenger Posted May 25, 2009 Share Posted May 25, 2009 I'm pretty sure there is a way to detect the original detect invis spell by checking a stat... question is which Well, i will try to find the answer. [EDIT] UH OH! Actually, detect invis is an area affecting dispel invis spell!!! How disappointing! It has no duration... At least, that makes my original point moot. You need to cast the spell right in front of the place (as the spell's radius is 70 feet). I guess you don't want to change the spell (at least not its specification). Link to comment
jastey Posted May 25, 2009 Author Share Posted May 25, 2009 Thank you very much for checking this! The detection via SpellCast is fine, then. It suits the purpose. It's just that people get a hint where the invisible item is, it's nothing quest depending or game changing. Link to comment
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