Salk Posted June 22, 2015 Posted June 22, 2015 Hello again! I have another question. I thought it was nice to have the Familiar follow its Master so I thought of this: //////////////////////////////// ///Keep the Familiar close /// //////////////////////////////// IF Exists(Myself) ActionListEmpty() !See([ENEMY]) !ActuallyInCombat() THEN RESPONSE #50 MoveToObjectFollow(Player1) RESPONSE #50 NoAction() END The problem is that I really would like to make it so that if the familiar is selected (green circle activated) this doesn't fire. Is that possible? Thanks!
Salk Posted June 22, 2015 Author Posted June 22, 2015 I don't think so. I don't the a real need, anyway. Well, it's not *needed* but I do think it's nice that the familiar follows... But without excluding the time it's selected then I can but scrap it. If anyone has an alternative suggestion...
Magus Posted June 26, 2015 Posted June 26, 2015 Well, it's not *needed* but I do think it's nice that the familiar follows... But without excluding the time it's selected then I can but scrap it. If anyone has an alternative suggestion... I meant it the other way. It *is* nice, I've it in my mod. I don't see a need to make difference whether it's selected or not. I control following through dialogue.
Jarno Mikkola Posted June 26, 2015 Posted June 26, 2015 So as said, just make a dialog with the familiar that sets a global value( familiarfollowme ) to 0 (-Don't follow me) and another that sets it to 1 (-Follow me), and use it in this: IF Global("familiarfollowme","GLOBAL",1) Exists(Myself) ActionListEmpty() !See([ENEMY]) !ActuallyInCombat() THEN RESPONSE #50 MoveToObjectFollow(Player1) RESPONSE #50 NoAction() END
lynx Posted June 27, 2015 Posted June 27, 2015 it would be easy to add a trigger to enable such a check, but all the usual caveats apply.
Salk Posted June 27, 2015 Author Posted June 27, 2015 it would be easy to add a trigger to enable such a check, but all the usual caveats apply. I think it would be great... The dialogue solution is far from ideal.
lynx Posted June 27, 2015 Posted June 27, 2015 It's 10 minutes of work to add it to gemrb, but you'd need to extend trigger.ids with something that is always true for the original engine not to barf. Rewiring to True() should do the job. For tobex, much more, since the relevant offsets are probably unknown. I guess I'll need to flesh out a few utility functions for weidu once people start wanting to mod with gemrb-only features, maintaining compatibility with the originals in other ways.
Recommended Posts
Archived
This topic is now archived and is closed to further replies.