Kish Posted May 9, 2013 Share Posted May 9, 2013 I need a way to prevent an already-existing unmodded script block from firing. That is, I need IF Global("TelwynSpawn","GLOBAL",0) OR(5) Class(Player1,CLERIC) Class(Player1,FIGHTER_CLERIC) Class(Player1,CLERIC_MAGE) Class(Player1,CLERIC_THIEF) Class(Player1,FIGHTER_MAGE_CLERIC) Alignment(Player1,MASK_GENEUTRAL) THEN RESPONSE #100 SetGlobal("TelwynSpawn","GLOBAL",1) CreateCreature("SCTELWYN",[705.711],4) // Guardian Telwyn END not to go off. I could add something that automatically sets TelwynSpawn to 1 and recode everything currently dependent on TelwynSpawn, but I'm hoping there's a simpler way. Ideal would be a way to add False() to the conditions for the script block, and I'm nearly certain I once knew a way to do something like that, I just can't quite remember it now. Link to comment
argent77 Posted May 9, 2013 Share Posted May 9, 2013 You are right, using False() is the easiest way to do it. Just look for a trigger which is unique in the script and use it in your search-and-replace operation. For example COPY_EXISTING ~existingscript.bcs~ ~override~ DECOMPILE_AND_PATCH BEGIN REPLACE_TEXTUALLY CASE_INSENSITIVE ~\(Global("TelwynSpawn","GLOBAL",0)\)~ ~False() \1~ END BUT_ONLY will add the False() trigger right before Global("TelwynSpawn","GLOBAL",0). Link to comment
CamDawg Posted May 10, 2013 Share Posted May 10, 2013 A wild Kish appears! Welcome back. Link to comment
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