Domi Posted June 21, 2005 Share Posted June 21, 2005 Gibberlings and al. Remeber those special abilities in BG1 your PC got after dreams? The question is - is there any fesible way to check that PC had casted one of these spells in her special abilities without confusing it with say regular healing or horror or what have you from the spellbook? Thank you Link to comment
the bigg Posted June 21, 2005 Share Posted June 21, 2005 from spell.ids: 3101 INNATE_CURE_LIGHT_WOUNDS 3102 INNATE_SLOW_POISON 3103 INNATE_DRAW_UPON_HOLY_MIGHT 3104 INNATE_LARLOCHS_MINOR_DRAIN 3105 INNATE_HORROR 3106 INNATE_VAMPIRIC_TOUCH So, if you want to check the CLW, SpellCast(Player1,INNATE_CURE_LIGHT_WOUNDS), etc. PS: is it OK if I'm not a gibberling? ^^ Link to comment
Domi Posted June 21, 2005 Author Share Posted June 21, 2005 Yep Thank you mightily - I am keeping my fingers crossed that Bg1 recognises it! Link to comment
Domi Posted July 23, 2005 Author Share Posted July 23, 2005 Apparently not in TUTU - I get the error that SPELL.IDS does not have any of the INNATEs... And, well, it does not. So... anything else I can do? Link to comment
Avenger Posted July 23, 2005 Share Posted July 23, 2005 If your innate is in the SPINxxx format, you can append its spell number to spell.ids Btw, anyone tried if SpellCastRES works??? Link to comment
Idobek Posted July 23, 2005 Share Posted July 23, 2005 Use the 4 digit code instead (and ask Japh or Sim why the innates have been removed from spell.ids). Link to comment
Idobek Posted July 23, 2005 Share Posted July 23, 2005 Btw, anyone tried if SpellCastRES works??? <{POST_SNAPBACK}> I was just wondering that myself. Link to comment
Idobek Posted July 23, 2005 Share Posted July 23, 2005 (and ask Japh or Sim why the innates have been removed from spell.ids) <{POST_SNAPBACK}> On closer inspection, the innates are not included in BG2's spell.ids, this is not a Tutu issue. Link to comment
Domi Posted July 23, 2005 Author Share Posted July 23, 2005 Btw, anyone tried if SpellCastRES works??? Tried, not in TRIGGER.IDS, gives an error when compiled. Referencing by 4-digit code make it compile, buyt I need to test to see if it does the job Thank you for your help, guys. Link to comment
Avenger Posted July 23, 2005 Share Posted July 23, 2005 Btw, anyone tried if SpellCastRES works??? Tried, not in TRIGGER.IDS, gives an error when compiled. Referencing by 4-digit code make it compile, buyt I need to test to see if it does the job Thank you for your help, guys. <{POST_SNAPBACK}> Sure, girl, you have to add the proper line to trigger.ids first Link to comment
Domi Posted July 23, 2005 Author Share Posted July 23, 2005 Phew, that's why a proper drow female never kills more than three males a day... Cool, if 4-digits works funny, I'll patch IDS. Link to comment
Domi Posted August 7, 2005 Author Share Posted August 7, 2005 It did not work... I patched the TRIGGER.IDS with the SpellCastRES, and the iDS is updated, but it still does not recognize it as a valid trigger. Script patched in TP2 (thanks, Cam!) APPEND ~TRIGGER.IDS~ ~0x00A1 SpellCastOnMeRES(S:Spell*,O:Caster*)~ UNLESS ~0x00A1 SpellCastOnMeRES(S:Spell\*,O:Caster\*)~ APPEND ~TRIGGER.IDS~ ~0x0091 SpellCastRES(S:Spell*,O:Object*)~ UNLESS ~0x0091 SpellCastRES(S:Spell\*,O:Object\*)~ APPEND ~TRIGGER.IDS~ ~0x00A6 SpellCastPriestRES(S:Spell*,O:Object*)~ UNLESS ~0x00A6 SpellCastPriestRES(S:Spell\*,O:Object\*)~ APPEND ~TRIGGER.IDS~ ~0x00A7 SpellCastInnateRES(S:Spell*,O:Object*)~ UNLESS ~0x00A7 SpellCastInnateRES(S:Spell\*,O:Object\*)~ APPEND ~TRIGGER.IDS~ ~0x4031 HaveSpellRES(S:Spell*)~ UNLESS ~0x4031 HaveSpellRES(S:Spell\*)~ APPEND ~TRIGGER.IDS~ ~0x40D5 ActuallyInCombat()~ UNLESS ~0x40D5 ActuallyInCombat()~ And in Override Script BAF: //PC cast one of her innate spells IF InParty(Myself) !Global("X#XARomanceInactive","GLOBAL",1) OR(2) Global("X#XARomanceActive","GLOBAL",1) Global("X#XARomanceActive","GLOBAL",2) Global("X#XAFloatTalk1","GLOBAL",0) Global("KnowBhaal","GLOBAL",0) OR(6) SpellCastRES("SPIN101",Player1) SpellCastRES("SPIN102",Player1) SpellCastRES("SPIN103",Player1) SpellCastRES("SPIN104",Player1) SpellCastRES("SPIN105",Player1) SpellCastRES("SPIN106",Player1) THEN RESPONSE #100 PlaySong(0) PlaySound("xarom") RealSetGlobalTimer("X#XALovelyTalkTime","GLOBAL",1) IncrementGlobal("X#XAFloatTalk1","GLOBAL",1) StartDialogueNoSet(Player1) END Link to comment
Avenger Posted August 8, 2005 Share Posted August 8, 2005 I beg for forgiveness Matron Domi, but I made some research and came to this conclusion. It is possible to have a trigger of a specific spell cast by any object (including player1). I've added this line to triggers.ids: 0x0091 SpellCastObjectRES(O:Object*,S:ResRef*) And these lines to baldur.bcs: IF SpellCastObjectRES(Player1,"DLWI114") THEN RESPONSE #100 DisplayString(Player1,3) // ~Open Container~ END When my player1 cast a shield (dltc has those different names, but it SHOULD work with regular spell names as well), the game displayed the appropriate string. I hope my meager contribution furthers the cause of Lolth. Your humble slave, Avenger PS: your Highness was correct with the WeiDU patch, except that the two parameters were swapped. Link to comment
Domi Posted August 8, 2005 Author Share Posted August 8, 2005 If you don't mislead me, male, slaves, weapons, a new torture rack - it all will be yours... Thank you, I will try 0x0091 SpellCastObjectRES(O:Object*,S:ResRef*) and see if it works. Shoo, mindflayers, shooo! PS Hope that the fact you are trying it in DL means that it has its head above water again Link to comment
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