Avenger Posted December 13, 2016 Share Posted December 13, 2016 Ok, "contingency creation" itself is obviously a player only spell, because all it does is to bring up the contingency builder UI. NPC contingencies were never created by opcode 234 You can always simulate contingencies on npcs by scripting. that's how the original game did it. You might also try to use opcode 232, which is the actual opcode behind contingencies. As a side note, opcode 232 was greatly enhanced, so npc contingencies got a lot of additional options. I'm not sure how much of this is public yet, so i just dump it here (starting from the first changed option): 10 Every round (BGEE) (Delay) 11 Took damage (TookDamage) 12 Target Killed (BGEE) (Killed) 13 TimeOfDay (BGEE) (TimeOfDay) 14 Target is at m_special (BGEE) (Range) 15 Target's state is m_special (BGEE) (StateCheck) 16 Target Dies (BGEE) (Dies) 17 Target Died (BGEE) (Died) 18 Target Was Turned (BGEE) (TurnedBy) 19 HP < special (SoD) (HpLt) 20 HP < special% (SoD) (HpPercentLt) 21 SpellState is special (SoD) (CheckSpellState) Link to comment
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