Magus Posted September 12, 2015 Share Posted September 12, 2015 Is there some workaround to check from an external script whether a party member is in "Find Traps" modal state? Maybe some "detectable stats" hackery? Link to comment
wolpak Posted September 12, 2015 Share Posted September 12, 2015 The only way I have figured out to do any detecting modal state is with the hard song since you can actually change the song and run a script. Really, the only other way is initializing an ability. Link to comment
Fiann of the Silver Hand Posted September 13, 2015 Share Posted September 13, 2015 Yeah, with ToBEx. NextTriggerObject(PlayerX) ModalState(MODAL) Link to comment
Grammarsalad Posted September 13, 2015 Share Posted September 13, 2015 Yeah, with ToBEx. NextTriggerObject(PlayerX) ModalState(MODAL) NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Link to comment
Magus Posted September 13, 2015 Author Share Posted September 13, 2015 Yeah, with ToBEx.Awesome, just what I need. Thanks, man. Link to comment
wolpak Posted September 14, 2015 Share Posted September 14, 2015 Wow, didn't rralize that. Sucks it doesn't work in BG:EE yet and probably won't for a few months. Link to comment
wolpak Posted September 14, 2015 Share Posted September 14, 2015 Yeah, with ToBEx. NextTriggerObject(PlayerX) ModalState(MODAL) NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Actually, it DOES work in BG2EE. You just need to add the trigger to trigger.ids (or just copy it over from Baldur's Gate 2. This is very nice... Link to comment
Grammarsalad Posted September 16, 2015 Share Posted September 16, 2015 Yeah, with ToBEx. NextTriggerObject(PlayerX) ModalState(MODAL) NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Actually, it DOES work in BG2EE. You just need to add the trigger to trigger.ids (or just copy it over from Baldur's Gate 2. This is very nice... Do you mean bgee?? Link to comment
wolpak Posted September 16, 2015 Share Posted September 16, 2015 Yeah, with ToBEx. NextTriggerObject(PlayerX) ModalState(MODAL) NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Actually, it DOES work in BG2EE. You just need to add the trigger to trigger.ids (or just copy it over from Baldur's Gate 2. This is very nice... Do you mean bgee?? Yes, silly me. It works in BG:EE if you add the trigger to trigger.ids. Link to comment
Grammarsalad Posted September 17, 2015 Share Posted September 17, 2015 Yeah, with ToBEx. NextTriggerObject(PlayerX) ModalState(MODAL) NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Actually, it DOES work in BG2EE. You just need to add the trigger to trigger.ids (or just copy it over from Baldur's Gate 2. This is very nice... Do you mean bgee?? Yes, silly me. It works in BG:EE if you add the trigger to trigger.ids. Mind blown! Link to comment
Avenger Posted September 18, 2015 Share Posted September 18, 2015 If there are triggers before that number, they will work too. And chances are, some after that will work too. I cannot really tell you where is the cutoff, because we added a lot of new stuff since then. Trial and error and discovery was always the fun part in modding anyway Link to comment
wolpak Posted September 18, 2015 Share Posted September 18, 2015 If there are triggers before that number, they will work too. And chances are, some after that will work too. I cannot really tell you where is the cutoff, because we added a lot of new stuff since then. Trial and error and discovery was always the fun part in modding anyway Are any of them undocumented? Link to comment
Avenger Posted September 18, 2015 Share Posted September 18, 2015 If there are triggers before that number, they will work too. And chances are, some after that will work too. I cannot really tell you where is the cutoff, because we added a lot of new stuff since then. Trial and error and discovery was always the fun part in modding anyway Are any of them undocumented? Probably. But if you ask about a name appearing in any of the released games, i can probably tell you what it does. Link to comment
Magus Posted September 18, 2015 Author Share Posted September 18, 2015 All right, it's kind of off topic, but how I detect "Find Traps" spell as well? Link to comment
Fiann of the Silver Hand Posted September 19, 2015 Share Posted September 19, 2015 Probably any of the SpellCast choices in trigger.ids. You'd have to iterate it for each of any potential spellcasters, since it can only check one Object at a time. Link to comment
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