Miloch Posted December 11, 2014 Share Posted December 11, 2014 Do you know how I might do that? There are many coloring op effects available but I am not sure how they work... Well, to change it to a different color for starters, try opcode #51 (strong/dark color) or if that doesn't work, #52 (very bright color). You might have to experiment with different RGB values, but it's the same thing used in aTweaks and a ton of other mods, nothing magic to it otherwise. Opcode #66 makes an animation partially (or wholly) transparent. If you want it to fade gradually, you could apply that with a delay, increasing the transparency value every second or so until it's invisible. Link to comment
Salk Posted December 29, 2014 Author Share Posted December 29, 2014 Okay, I would like to know whether or not is possible to have this ability's duration tied to the ongoing fight. Meaning that I'd like my creature to resurface a few seconds after the fight is over. The way I have it now, the duration is a fixed amount but I'd rather change it to the above behavior. Is something that can be accomplished? Thanks! UPDATE: I don't know if it's ideal but I did it by equipping an item and then destroying it to return to a normal state: IF Global("INBURROW","GLOBAL",1) Global("WTPFAMLN","GLOBAL",2) !ActuallyInCombat() THEN RESPONSE #100 Wait(15) ActionOverride("WTPFERRE",ApplySpellRES("WTPIN12A",Myself)) SetGlobal("INBURROW","GLOBAL",0) END Is !ActuallyInCombat() enough? Also, is there a way that I can force the party to not leave the area as long as "INBURROW" is set to 1? Link to comment
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