berelinde Posted October 21, 2006 Share Posted October 21, 2006 Would this work? IF InParty(Myself) Global("B!HealPlayer1","GLOBAL",1) THEN RESPONSE #100 ReallyForceSpell(Player1,SPPR103) //Priest spell - cure light wounds SetGlobal("B!HealPlayer1","GLOBAL",0) //Resets in case it's needed another time END Or do I need quotes around the spell ID or something like PRIEST_CURE_LIGHT or something? Link to comment
berelinde Posted October 21, 2006 Author Share Posted October 21, 2006 Oh, they seem ridiculous enough, because I always seem to think I've seen the answer somewhere, but can't find it before posting. It's very frustrating when I think I know where to look for something, and it isn't where I thought it was. Thanks for the reply though! Link to comment
CamDawg Posted October 21, 2006 Share Posted October 21, 2006 One small warning: the RES actions are not present in an SoA-only game so you'll need to include them in your tp2. The tob2soa.tph library in the Fixpack will do this quite nicely; you can grab it from the lib folder of the Fixpack and simply use the INCLUDE statement in your tp2 to use it: INCLDUE ~MyMod/lib/tob2soa.tph~ You'll need to do the INCLUDE before you compile or change any scripts that need the RES actions. Link to comment
berelinde Posted October 21, 2006 Author Share Posted October 21, 2006 I thought it might seem more natural if he actually had the spell available, so I put this in the .d: CHAIN IF ~~ THEN ~B!GAVINJ~ BGavinTalk5.7a ~Certainly. Let me just make sure I've got the spell ready.~ DO ~SetGlobal("B!HealPlayer1")"GLOBAL",1)~ EXIT And this in the .baf IF InParty(Myself) HaveSpell (CLERIC_CURE_LIGHT_WOUNDS) HPPercentLT(Player1,80) Global("B!HealPlayer1","GLOBAL",1) THEN RESPONSE #100 Spell (Player1,CLERIC_CURE_LIGHT_WOUNDS) SetGlobal("B!HealPlayer1","GLOBAL",0) END But thanks for the warning, though! Link to comment
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