ericp07 Posted April 27, 2013 Share Posted April 27, 2013 Could you check for the script? There's one called DROW61.BCS. I don't think the PC gets this applied, whatever the player does with hair and skin color of his "elf" PC. D'oh! Sorry, I was thinking along the lines of an NPC. Link to comment
ericp07 Posted April 27, 2013 Share Posted April 27, 2013 There's another subrace mod out there besides FinJo's, but I don't recall the name or where to find it. Sorry. Maybe it will ring a bell with someone else. Link to comment
Avenger Posted May 1, 2013 Share Posted May 1, 2013 If all you do is to select a specific skin/hair color for the player, there is no way to detect that. Sadly. Except, in GemRB, there are stats: 208 METAL_COLOR 209 MINOR_COLOR 210 MAJOR_COLOR 211 SKIN_COLOR 212 LEATHER_COLOR 213 ARMOR_COLOR 214 HAIR_COLOR So CheckStat() would work for them You might want to ask Ascension to code these for you in ToBEx. He intentionally left stats alone for GemRB support. Link to comment
jastey Posted May 1, 2013 Author Share Posted May 1, 2013 Thank you for the suggestions. I am not desparate, though, it would have been a nice "to have" but it's not essential. Link to comment
CoM_Solaufein Posted May 19, 2013 Share Posted May 19, 2013 Welverin's http://www.baldursgatemods.com/forums/index.php?action=downloads;sa=view;down=3 Subrace mod. There's another subrace mod out there besides FinJo's, but I don't recall the name or where to find it. Sorry. Maybe it will ring a bell with someone else. Link to comment
jastey Posted May 19, 2013 Author Share Posted May 19, 2013 And here I was, thinking it's the same mod! Thank you CoM_Solaufein for pointing it out! Link to comment
jastey Posted February 22, 2017 Author Share Posted February 22, 2017 Here is hope that for BGII:EE, there could be a way to detect hair and skin color? :-) Link to comment
argent77 Posted February 22, 2017 Share Posted February 22, 2017 You can make use of custom spell states in EE v2.x patched games to detect creatures of certain race, type or other characteristics. I'm making heavy use of it in my Golem Construction mod to identify all of the individual golem types and variants.Add a new entry to SPLSTATE.IDS and apply permanent opcode 328 (Set State) with that state to your creature. You can then use script trigger CheckSpellState() or opcodes 324 (Immunity Spell and Message) and 326 ( Add Effects List) to target creatures of that specific type. Link to comment
jastey Posted February 22, 2017 Author Share Posted February 22, 2017 Thank you for your answer. Would this enable checking for the skin and hair color of the PC? I have to ask, because if I read "add new entry" and "opcode" my brain shuts off. :-( Link to comment
argent77 Posted February 22, 2017 Share Posted February 22, 2017 It would check the new state assigned to your creature. It's like checking for RACE, CLASS or SPECIFIC, except that it's applied via spell effect instead of using a hardcoded field in the CRE file. Link to comment
subtledoctor Posted February 22, 2017 Share Posted February 22, 2017 @argent77 can you remind me, is there a limit to how many custom spell states can be added to splstate.ids? And, can they have integer values, or are they simply true/false? Link to comment
argent77 Posted February 22, 2017 Share Posted February 22, 2017 Unfortunately yes. It's currently limited to 0..255 (which I can imagine will be filled by mods in no time). There is already a feature request to expand it. We'll have to see if the devs care enough for modders to consider it. Spell states are IDS values, so each state is associated with a single ID (which limits its use to simple true/false existence checks). Script trigger CheckSpellState() can only check individual spell states. However, opcodes 324 and 326 are using expressions from SPLPROT.2DA, so you can also define something like "SPLSTATE <= value" or "SPLSTATE > value" if you want. But I don't see a real need to check for less or greater values since each spell state value will most likely have a different meaning. Link to comment
subtledoctor Posted February 22, 2017 Share Posted February 22, 2017 SPLPROT can reflect and check values, but I guess the question is, can opcode 328 assign integer values to the spell states it sets. I have one mod that only checks for a simple boolean value of a stat, so maybe I'll shift that over to a spell state. But my other one that requires a value to be set/read, I'll stick with my pseudoproficiency. Link to comment
argent77 Posted February 22, 2017 Share Posted February 22, 2017 Opcode 328 sets only a specific spell state. Using your analogy, the spell state itself is the integer value that can be evaluated by various means while SPLSTATE.IDS would be the name of the variable.It would be great if we could also use (local) variables for targeting purposes. Link to comment
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