kjeron Posted December 21, 2019 Share Posted December 21, 2019 op219 provides both an attack roll penalty and a saving throw bonus. Quote Link to comment
Jarno Mikkola Posted December 21, 2019 Share Posted December 21, 2019 Ahh, but does the game know if the fireball was casted by a demon or a goblin ? And that those bonuses are then always applied. Quote Link to comment
ptifab Posted December 21, 2019 Author Share Posted December 21, 2019 (edited) Thanks kjeron, i think the IESDP site needs an update for that because it's said nowhere that saving throws are a part of that opcode. Edited December 21, 2019 by ptifab Quote Link to comment
lynx Posted December 22, 2019 Share Posted December 22, 2019 Jarno, yes, by inheriting the info. I don't think it was saved, that's why it's less obvious. In GemRB we store the global id at runtime (not pointers), but that's just one way of doing it. ptifab: updates are welcome, it's an open source community project like any other. Quote Link to comment
ptifab Posted December 22, 2019 Author Share Posted December 22, 2019 9 hours ago, lynx said: ptifab: updates are welcome, it's an open source community project like any other. How do i propose this update ? do i have to contact someone ? Quote Link to comment
lynx Posted December 22, 2019 Share Posted December 22, 2019 You have to open a github account (free) and then you can edit the file with the opcode description from within your browser: https://github.com/Gibberlings3/iesdp/tree/master/_opcodes Quote Link to comment
ptifab Posted December 23, 2019 Author Share Posted December 23, 2019 Description of the Opcode has been edited and i made a pull request. I hope i haven't done anything wrong. Thanks for your help lynx Quote Link to comment
ptifab Posted December 27, 2019 Author Share Posted December 27, 2019 I'm actually playing with opcode #324 but i don't understand the whole point here. When it says in parameter 2 "creature type" = match entries x or y // not match entries x or y, what are those entries specifically ? I've searched on the web and iesdp but there's nothing explicit about it. If someone can enlighten me on that one because my brain is burning actually. I'm looking about this one because i tried to add a damage effect on hit (each time a creature struck the character it suffers damage) but if the creature is out of range, the log displays a message "the spell has failed". I'd like to remove that message for those creature, if i'm explaining it correctly. Quote Link to comment
ptifab Posted December 30, 2019 Author Share Posted December 30, 2019 (edited) Just a small bump. I've continued my research but i cannot find anything related to it (see my previous post). If anyone have some details to share ? Edited December 30, 2019 by ptifab typos Quote Link to comment
kjeron Posted December 30, 2019 Share Posted December 30, 2019 op318/324/326 reference row entries in SPLPROT.2DA. This message: "one of the spells has failed" is not related to them (and using them likely won't stop it in this case), but to contingencies/sequencers, and means the target is out of range of the spell being cast. Quote Link to comment
ptifab Posted December 30, 2019 Author Share Posted December 30, 2019 Ok i understand better, thanks kjeron. Is there a way to render silent those error messages ? Quote Link to comment
ptifab Posted January 21, 2020 Author Share Posted January 21, 2020 Does anyone knows how drow equipment disintegration is handled ? It's stated in the description that it will turn to dust if brought to surface daylight, but how exactly is it managed by the game ? I've seen that there's is a flag at 0x19 BIT15 that state EE:adamantine (15), but i've never seen it flagged for any drow item, (does it do anything ?) So i'm scratching my head. Is it hardcoded ? and if so how does it know it's drow equipment ? Quote Link to comment
Jarno Mikkola Posted January 21, 2020 Share Posted January 21, 2020 8 minutes ago, ptifab said: Does anyone knows how drow equipment disintegration is handled ? It's stated in the description that it will turn to dust if brought to surface daylight, but how exactly is it managed by the game ? I've seen that there's is a flag at 0x19 BIT15 that state EE:adamantine (15), but i've never seen it flagged for any drow item, (does it do anything ?) So i'm scratching my head. Is it hardcoded ? and if so how does it know it's drow equipment ? Hard coded? Nope. In vanilla BG2:SoA it's part of the area script(s) that you enter when you exit the underground. So you could put all your adamantine items into the bag of holding and save them from being dusted. Of course that required that you had a bag of holding which you couldn't have up to that point, so... later it was added by mods into the main game script(baldur.bcs), but that prodused lag or errors too. So it was kinda removed. Quote Link to comment
ptifab Posted January 21, 2020 Author Share Posted January 21, 2020 (edited) 1 hour ago, Jarno Mikkola said: Hard coded? Nope. In vanilla BG2:SoA it's part of the area script(s) that you enter when you exit the underground. So you could put all your adamantine items into the bag of holding and save them from being dusted. Of course that required that you had a bag of holding which you couldn't have up to that point, so... later it was added by mods into the main game script(baldur.bcs), but that prodused lag or errors too. So it was kinda removed. That i already know @Jarno Mikkola but my question was how exactly does the engine know how to chose the correct item ? What file, script, code is used ? Edited January 21, 2020 by ptifab Quote Link to comment
Jarno Mikkola Posted January 21, 2020 Share Posted January 21, 2020 (edited) Well, if you know this, then why ask ? ar2500.bcs: IF Global("DROWITEMCHECKDONE","GLOBAL",0) THEN RESPONSE #100 MultiPlayerSync() SetInterrupt(FALSE) Wait(1) Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN01",Player1) // Drow Elven Chain +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN01",Player2) // Drow Elven Chain +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN01",Player3) // Drow Elven Chain +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN01",Player4) // Drow Elven Chain +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN01",Player5) // Drow Elven Chain +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN01",Player6) // Drow Elven Chain +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN02",Player1) // Drow Adamantine Chain +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN02",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN02",Player2) // Drow Adamantine Chain +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN02",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN02",Player3) // Drow Adamantine Chain +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN02",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN02",Player4) // Drow Adamantine Chain +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN02",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN02",Player5) // Drow Adamantine Chain +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN02",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCHAN02",Player6) // Drow Adamantine Chain +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCHAN02",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H01",Player1) // Drow Scimitar +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H01",Player2) // Drow Scimitar +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H01",Player3) // Drow Scimitar +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H01",Player4) // Drow Scimitar +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H01",Player5) // Drow Scimitar +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H01",Player6) // Drow Scimitar +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H02",Player1) // Drow Long Sword +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H02",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H02",Player2) // Drow Long Sword +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H02",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H02",Player3) // Drow Long Sword +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H02",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H02",Player4) // Drow Long Sword +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H02",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H02",Player5) // Drow Long Sword +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H02",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSW1H02",Player6) // Drow Long Sword +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSW1H02",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBLUN01",Player1) // Drow Flail +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBLUN01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBLUN01",Player2) // Drow Flail +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBLUN01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBLUN01",Player3) // Drow Flail +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBLUN01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBLUN01",Player4) // Drow Flail +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBLUN01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBLUN01",Player5) // Drow Flail +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBLUN01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBLUN01",Player6) // Drow Flail +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBLUN01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWHALB01",Player1) // Drow Halberd +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWHALB01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWHALB01",Player2) // Drow Halberd +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWHALB01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWHALB01",Player3) // Drow Halberd +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWHALB01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWHALB01",Player4) // Drow Halberd +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWHALB01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWHALB01",Player5) // Drow Halberd +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWHALB01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWHALB01",Player6) // Drow Halberd +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWHALB01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSPER01",Player1) // Drow Lance +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSPER01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSPER01",Player2) // Drow Lance +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSPER01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSPER01",Player3) // Drow Lance +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSPER01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSPER01",Player4) // Drow Lance +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSPER01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSPER01",Player5) // Drow Lance +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSPER01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSPER01",Player6) // Drow Lance +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSPER01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWXBOW01",Player1) // Drow Crossbow of Speed THEN RESPONSE #100 TakeItemReplace("DWDUST","DWXBOW01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWXBOW01",Player2) // Drow Crossbow of Speed THEN RESPONSE #100 TakeItemReplace("DWDUST","DWXBOW01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWXBOW01",Player3) // Drow Crossbow of Speed THEN RESPONSE #100 TakeItemReplace("DWDUST","DWXBOW01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWXBOW01",Player4) // Drow Crossbow of Speed THEN RESPONSE #100 TakeItemReplace("DWDUST","DWXBOW01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWXBOW01",Player5) // Drow Crossbow of Speed THEN RESPONSE #100 TakeItemReplace("DWDUST","DWXBOW01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWXBOW01",Player6) // Drow Crossbow of Speed THEN RESPONSE #100 TakeItemReplace("DWDUST","DWXBOW01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSHLD01",Player1) // Drow Shield +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSHLD01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSHLD01",Player2) // Drow Shield +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSHLD01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSHLD01",Player3) // Drow Shield +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSHLD01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSHLD01",Player4) // Drow Shield +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSHLD01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSHLD01",Player5) // Drow Shield +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSHLD01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWSHLD01",Player6) // Drow Shield +3 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWSHLD01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCLCK01",Player1) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCLCK01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCLCK01",Player2) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCLCK01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCLCK01",Player3) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCLCK01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCLCK01",Player4) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCLCK01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCLCK01",Player5) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCLCK01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWCLCK01",Player6) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","DWCLCK01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT01",Player1) // Drow Bolt of Sleep THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT01",Player2) // Drow Bolt of Sleep THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT01",Player3) // Drow Bolt of Sleep THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT01",Player4) // Drow Bolt of Sleep THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT01",Player5) // Drow Bolt of Sleep THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT01",Player6) // Drow Bolt of Sleep THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT02",Player1) // Drow Bolt of Stunning THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT02",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT02",Player2) // Drow Bolt of Stunning THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT02",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT02",Player3) // Drow Bolt of Stunning THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT02",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT02",Player4) // Drow Bolt of Stunning THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT02",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT02",Player5) // Drow Bolt of Stunning THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT02",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT02",Player6) // Drow Bolt of Stunning THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT02",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT03",Player1) // Drow Bolt +1 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT03",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT03",Player2) // Drow Bolt +1 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT03",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT03",Player3) // Drow Bolt +1 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT03",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT03",Player4) // Drow Bolt +1 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT03",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT03",Player5) // Drow Bolt +1 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT03",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWBOLT03",Player6) // Drow Bolt +1 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWBOLT03",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWPLAT01",Player1) // Drow Full Plate +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWPLAT01",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWPLAT01",Player2) // Drow Full Plate +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWPLAT01",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWPLAT01",Player3) // Drow Full Plate +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWPLAT01",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWPLAT01",Player4) // Drow Full Plate +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWPLAT01",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWPLAT01",Player5) // Drow Full Plate +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWPLAT01",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("DWPLAT01",Player6) // Drow Full Plate +5 THEN RESPONSE #100 TakeItemReplace("DWDUST","DWPLAT01",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("MISC9W",Player1) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","MISC9W",Player1) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("MISC9W",Player2) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","MISC9W",Player2) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("MISC9W",Player3) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","MISC9W",Player3) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("MISC9W",Player4) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","MISC9W",Player4) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("MISC9W",Player5) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","MISC9W",Player5) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) HasItem("MISC9W",Player6) // Drow Piwafwi Cloak THEN RESPONSE #100 TakeItemReplace("DWDUST","MISC9W",Player6) // Adamantine Dust Continue() END IF Global("DROWITEMCHECKDONE","GLOBAL",0) THEN RESPONSE #100 SetInterrupt(TRUE) END IF Global("DROWITEMCHECKDONE","GLOBAL",0) THEN RESPONSE #100 SetGlobal("DROWITEMCHECKDONE","GLOBAL",1) END Edited January 21, 2020 by Jarno Mikkola Quote Link to comment
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