Salk Posted March 16, 2011 Share Posted March 16, 2011 Hello! This block for DPLAYER3.BCS: IF GlobalTimerExpired("#GBhaalSleep","LOCALS") Global("#GBhaalHP1","LOCALS",1) Detect([EVILCUTOFF]) ActuallyInCombat() THEN RESPONSE #100 SetGlobalTimer("#GBhaalSleep","LOCALS",4) ReallyForceSpellRES("#GBHAA2",Myself) // No such index END returns true only if the enemies are close enough to the protagonist. How do I extend this so that it returns true for any party member that are in combat? Thanks! Link to comment
lynx Posted March 16, 2011 Share Posted March 16, 2011 you could use combatcountergt (0 or -45?), but iesdp says it's unreliable. Link to comment
devSin Posted March 16, 2011 Share Posted March 16, 2011 Just remove the Detect([200]). That will only be true if the character running the script is within visual range of an enemy (in your case, only Player1). ActuallyInCombat() just returns true if the game is in combat mode. It'll be true if any party member is fighting somebody. Note that combat can sometimes get stuck, so it won't be the most reliable thing. Link to comment
Avenger Posted March 17, 2011 Share Posted March 17, 2011 you could use combatcountergt (0 or -45?), but iesdp says it's unreliable. ActuallyInCombat is doing something like that. As DevSin said, the detect trigger limits the condition to visible range of the actual script runner. Link to comment
Salk Posted March 18, 2011 Author Share Posted March 18, 2011 Tested and working! With: OR(2) Detect([EVILCUTOFF]) ActuallyInCombat() I cover both situations where the enemies are in visual range of Player1 and when the fighting is instead beyond that point. Link to comment
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