pro5 Posted October 24, 2006 Share Posted October 24, 2006 Ok, I'm sure the answer is obvious and easy but still: Why are there duplicate blocks for each familiar type in BALDUR25.BCS? Like this: IF Global("fampsd","GLOBAL",1) THEN RESPONSE #100 SetGlobal("fampsd","GLOBAL",0) MoveGlobalObject("fampsd",Player1) END // .... IF Global("fampsd","GLOBAL",1) THEN RESPONSE #100 SetGlobal("fampsd","GLOBAL",0) MoveGlobalObject("fampsd25",Player1) END As I understand it, the top block is always executed first, the global is set back to 0, and the improved tob version of familiar will never get summoned. Or am I missing something?.. Link to comment
pro5 Posted October 25, 2006 Author Share Posted October 25, 2006 Since removing those first SoA scripts doesn't seem to have any negative effect (you can summon familiars, put them in/out your pack) I conclude they are unnecesary and judging by the lack of interest it's probably common knowledge. Link to comment
cmorgan Posted October 25, 2006 Share Posted October 25, 2006 I am interested, and it isn't common to me... the top block does work like pro5 describes, right? Link to comment
pro5 Posted October 25, 2006 Author Share Posted October 25, 2006 I'll have to play with it some more... It worked with one familiar type, but the other one didn't appear after "releasing" it from inventory. When do wizards generally get their familiars "upgraded" to ToB versions? I used to think it was right at the start of the expansion. Link to comment
pro5 Posted October 25, 2006 Author Share Posted October 25, 2006 After some research, it seems both Soa and ToB familiars have common scripting/death variable. In above case, it's "fampsd". Releasing either of them from inventory does this: SetGlobal("fampsd","GLOBAL",1) and they're then brought to Player1's location using this: MoveGlobalObject("fampsd",Player1) Which version (SoA or ToB) appears depends entirely on which one was last summoned with Call Familiar. But in this case, I fail to understand what are these "25" blocks for: IF Global("fampsd","GLOBAL",1) THEN RESPONSE #100 SetGlobal("fampsd","GLOBAL",0) MoveGlobalObject("fampsd25",Player1) END It can't summon either version of familiar, because they both have script name "fampsd" (not "fampsd25"). Any ideas? Link to comment
pro5 Posted October 25, 2006 Author Share Posted October 25, 2006 Unless I'm misremembering, nothing actually does SetGlobal("famfer","GLOBAL",1) and these are just an aborted attempt to make sure you can't leave familiars behind accidently - which you can, sadly Take a look at familiar "items", they all have ability effect with "SetGlobal" opcode, target self. Without it, there's no way to release familiar from inventory - it won't appear. Link to comment
WizWom Posted October 25, 2006 Share Posted October 25, 2006 Actually, it would work to bring a familiar left behind to the PC if you set the global with the console, right, since they are global objects? Link to comment
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