Jump to content

Scripting help needed for creature to befriend BGII NPC


ericp07

Recommended Posts

I'd rather very much to avoid overwriting things, if you can help it. Say, patching a local variable in the vanilla cast (ADD_CRE_EFFECT macro), and appending HUNTER with something like

IF
 Global("merelyn_friendship","locals",1)
 InParty("merelyn")
 See("merelyn")
 !Allegiance(Myself,GOODCUTOFF)
THEN
 RESPONSE #100
Ally()
END

will keep those Beasts of Malar unaffected.

Link to comment
I'd rather very much to avoid overwriting things, if you can help it. Say, patching a local variable in the vanilla cast (ADD_CRE_EFFECT macro), and appending HUNTER with something like
IF
 Global("merelyn_friendship","locals",1)
 InParty("merelyn")
 See("merelyn")
 !Allegiance(Myself,GOODCUTOFF)
THEN
 RESPONSE #100
Ally()
END

will keep those Beasts of Malar unaffected.

 

I had thought to append HUNTER with:

 

IF
See(EP#Mel)
THEN
RESPONSE #75
	Ally(EP#Mel)
RESPONSE #25
NoAction()
END

 

However, not all the .CREs have a Race script assigned. This suggests to me that the easiest way to handle this is 1) write the appending script NICE_CAT.baf to HUNTER.BCS; 2) assign HUNTER.BCS to the race script of those .CREs that don't have on assigned. The resulting HUNTER.BCS will have all .CREs with that script assigned checking for friendship with Meleryn...unless I add to the conditions, thus:

 

// Script file to make big cats more friendly toward Meleryn - NICE_CAT.baf

IF
Race(CAT)
Class(HUNTER_CREATURE)
See(EP#Mel)
THEN
RESPONSE #75
	Ally(EP#Mel)
RESPONSE #25
NoAction()
END

 

Any fixing needed here?

 

Thanks,

Eric

Link to comment

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...