svj Posted February 4 Author Share Posted February 4 (edited) Quote // This is in my tp2 as of now will it work? COPY_EXISTING ~ar5004.are~ ~override/ar5004.are~ WRITE_ASCII 0x94 ~ar5004~ EXTEND_TOP ~ar5004.bcs~ ~revan/baf/rqar5004.baf~ IF Global("rqjaheira4ambush","GLOBAL",1) Dead("rqdermin") // Dermin Courtierdale Global("rqjaheira2tobambushSpawn","AR5004",0) THEN RESPONSE #100 CreateCreature("rqjah135",[557.636],0) // Jaheira SetGlobal("rqjaheira2tobambushSpawn","AR5004",1) SetGlobal("rqjaheira2tobambush","GLOBAL",1) END IF GlobalTimerExpired("SaradushSiegeTimer","GLOBAL") THEN RESPONSE #50 SetGlobalTimer("SaradushSiegeTimer","GLOBAL",50) RESPONSE #50 ScreenShake([20.20],3) PlaySound("AM5004S1") SetGlobalTimer("SaradushSiegeTimer","GLOBAL",50) RESPONSE #50 ScreenShake([20.20],3) PlaySound("AM5004S2") SetGlobalTimer("SaradushSiegeTimer","GLOBAL",50) END It appears at least to me that my code is smarter than you would think It copied contents from common areascript and pasted my content above. Edited February 4 by svj Quote Link to comment
svj Posted February 10 Author Share Posted February 10 So how does one make ONLY my evil NPCs to never leave due reputation? I had a look cdtweaks but it makes everyone to not leave by removing numerical values from happy.2da Tsjuatha does patch Dplayer2 but i do not understand the mechanism of action so i am leery to copy it since i do not understand if it will work for my NPCs Quote Link to comment
jastey Posted February 11 Share Posted February 11 You can look at the Edwin Romance mod, how it's done there. Or have a look here: Quote Link to comment
svj Posted March 2 Author Share Posted March 2 How do i find string number of raver07.waw so i can use it as death sound? Will it interfere with 2da animation sound if put death sound in cre file but leave the 2da sounds animation as there as it is default? Quote Link to comment
jmerry Posted March 2 Share Posted March 2 Hmm. I don't see a clean way to search for the string reference associated with a sound in Near Infinity. Feature request? Seems like something to add to the "StringRef" search panel. If you know the text associated with the sound, you can search for that text in the StringRef panel. For example, AJANT01.WAV in BGEE is "Halt! Be you friend or foe?" Searching for that text finds #421 (without the sound) and #3502 (with the sound). Quote Link to comment
svj Posted March 2 Author Share Posted March 2 There is no string it is death sound. Quote Link to comment
jmerry Posted March 2 Share Posted March 2 And if you know a creature it's associated with, you can look at that CRE file - the relevant fields are string references, after all. Quote Link to comment
svj Posted March 2 Author Share Posted March 2 Nope none of the sounds are in cre files they are only in 2da i did search for raver07.waw in NI with checkmark for .cre files Death sound belongs to creature with no speaking so i cannot search for strings. Quote Link to comment
svj Posted March 2 Author Share Posted March 2 Specifically find references by right clicking on raver07.waw in NI Quote Link to comment
jmerry Posted March 2 Share Posted March 2 Well. If it's being assigned by an ini, it might not have an associated string. That can happen too. (Also, there's no such thing as a .waw file. Persistent error there, and the letters aren't even keyboard-adjacent or anything in the usual layout.) Quote Link to comment
svj Posted March 2 Author Share Posted March 2 (edited) Is there way to restrict item to be usable to CHARNAME only? Edited March 2 by svj Quote Link to comment
jmerry Posted March 2 Share Posted March 2 Well, now. That's something completely different. Option 1: apply effects (opcode 180) that prevent your item from being used to every other character. You can apply this to joinable characters in their CRE files, or to created PCs other than player 1 by a script. Option 2: Put an effect (opcode 319) on the item so that it can only be used by creatures with no name, or only by creatures with no script name. That means only player-created characters will be able to use it. Well, normally, anyway. EE-only. I might go with a hybrid approach; the opcode 319 effect to restrict it to player characters only, and a script that runs once in campaign start areas to apply the opcode 180 effect to players 2 through 6 so that created PCs other than the protagonist can't use it.. Quote Link to comment
svj Posted March 5 Author Share Posted March 5 I have create Monster that heals all its wounds every round The problem i have is that when i say use hold effect its override script of applysspell(heal) stops executing is there way around this? If not i might append something to area script or use some other trick Quote Link to comment
jmerry Posted March 5 Share Posted March 5 There are basically two ways around it: - Apply immunities to the troublesome effects, so they can't stop your script from running. This is why the troll immunity item grants immunity to hold, stun, confusion, etc. - Do it with spells and effects instead of scripts. See EE trolls for an example. To quote myself from another thread: Quote Trolls have four undroppable items. - TROLLIMM: general troll immunities, which include basically everything mind-affecting or that could prevent scripts from running. Probably because previous versions of trolls did rely on scripts for the fire/acid thing. - TROLLBOO: Sets movement speed to 11, standardizing trolls as slightly faster than an unaugmented PC. - MONHP1: min HP 1, no other effects. - TROLLREG: Regeneration, immunity to Sleep, casts the TROLLREG spell when hit points get low (opcode 232). So, what does that TROLLREG spell do? - Immediately dispel everything and cure basically all status effects, including the stuff trolls are immune to already. Set HP to 1. - Immediately remove the TROLLREG and MONHP1 items. - Set 100% immunity to all damage types except fire and acid. Cause sleep. Set all saves to 20 (auto-fail). All with duration 20. - After a delay of 20, set HP to 100% and create the TROLLREG and MONHP1 items. Basically, adapt those mechanics to your use. If you want a way to counter the healing, then the troll mechanics are definitely the way to go. If you don't, then you can do things more simply and just have a repeating heal effect on the creature or an item it has equipped. Quote Link to comment
svj Posted March 5 Author Share Posted March 5 NI says in 232 opcode that per round will crash the game? Condition -Crash- / per round (10) Will test it. Quote Link to comment
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