Ardanis Posted February 14, 2011 Share Posted February 14, 2011 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
ericp07 Posted February 14, 2011 Author Share Posted February 14, 2011 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 likeIF 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
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