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Gamemacik

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  1. i added to first post some more details to Delay trigger after more testing, now it is even more confusing, it seems to be very unreliable command for long delayed blocks because they may never be executed. IF Delay(58) THEN RESPONSE #100 ForceSpell(Myself,WIZARD_GLOBE_OF_INVULNERABILITY) // SPWI602.SPL (Globe of Invulnerability) END IF Delay(60) THEN RESPONSE #100 ForceSpell(Myself,CLERIC_HEAL) // SPPR607.SPL (Heal) END IF Delay(18) THEN RESPONSE #100 ForceSpell(Myself,WIZARD_MAGIC_MISSILE) // SPWI112.SPL (Magic Missile) END in short from testing of script above.
  2. 0x4027 Delay(I:Delay*) Delays the next check of the block of triggers where this trigger is, by the number of seconds specified. This value is not stored when the game is saved. Delay is applied immediately before first block execution of delayed script block if block could not be executed because of some different action eg. casting spell or movement , eg. if script block has Delay(60) and then it executes some action eg. casts a spell, before 1st execution game will wait 60 second and then casts a spell a repeats same every 60 seconds. It may happen delayed block will never be executed i
  3. Note: Effect is always instantaneous/delayed. AREA and SPECIFICS can only be set on non-global creatures (not potential party members or familiars), and are lost upon saving & reload. Note: Effect is always instantaneous/delayed. AREA and SPECIFICS can be set to party members also only be set on non-global creatures (not potential party members or familiars), and are lost upon saving & reload. AI button need to be enabled for all scripts attached to party members include temporary area/specifics scripts except override scripts, they are alwa
  4. I would not post untested code, i tested also this code (above) of course, i tested it today again, I spawned enemy orc shaman with this code attached to class script, tested with override script also, shaman just stand and does nothing. I tried also code without HaveSpell and with ForceSpell, result is same also. Shaman had only one script attached to avoid possible script conflicts, from my testing result is same as posted in my first post above. IF Detect(NearestEnemyOf(Myself)) THEN RESPONSE #100 ForceSpell(NearestEnemyOf(Myself),CLERIC_TRUE_SIGHT) // SPPR505.SPL (True Seeing) EN
  5. A lot of scripts use Detect() with combination of objects eg. NearestEnemyOf(Myself), but Detect won't detect if enemy is fully invisible somehow. It works with with EA eg. ANYONE, GOODCUTOFF, EVILCUTOFF Priest18.BCS IF Detect(NearestEnemyOf(Myself)) !See(NearestEnemyOf(Myself)) HaveSpell(CLERIC_TRUE_SIGHT) // SPPR505.SPL (True Seeing) THEN RESPONSE #100 Spell(NearestEnemyOf(Myself),CLERIC_TRUE_SIGHT) // SPPR505.SPL (True Seeing) END Second script works (for nearest GOODCUTOFF invisible/improved invisibility target only) IF ActionListEmpty()
  6. opcode #50 : if value is non-zero (the value of extra row in NI between "Cycle Speed" and "Timing Mode") causes opcodes #8 #9 do not work, save/load will fix the problem. Therefore this value should be always zero. As example sppr311 "Rigid Thinking" has this value 1, and causes this bug.
  7. 128 AnkhegEmerge() This action is likely called directly by the engine, and is used to give ankheg give the appearance of emerging from the ground. Calling the action from script has no effect. 129 AnkhegHide() This action is likely called directly by the engine, and is used to give ankheg give the appearance of burrowing into the ground. Calling the action from script has no effect. Actually both actions work when called from script, player must have ankheg's animations to get this work script actions activate following sequences 14 SEQ_EMERGE
  8. ChangeEnemyAlly it should update creature's EA as it does for other values such GOODBUTRED or ENEMY... etc. but it does not do that for CONTROLLABLE or ALLY, creature remains uncontrollable, that means it is not true what you said. ... i cant explain better. And the spell of course it is custom spell which i made, it bypass her immunities and her "Protection from Petrification".
  9. BG2: EE v 2.5.16.6 ChangeEnemyAlly() will change circle color but creature is stil not controllable, i casted some buff spell to update her EA. Save/Load works also... IF HotKey(T) THEN RESPONSE #100 CreateCreatureObjectEffect("_!BODHI1","",Myself) // Bodhi Wait(2) ActionOverride("_!BODHI1",ChangeEnemyAlly(Myself,CONTROLLED)) Wait(2) END Spell Immunities, i did not modify her belt in any way nor i did not remove any protection
  10. When cut scene is activated with CutSceneMode() opcode #126 (0x7E) Stat: Movement Modifier, #176 (0xB0) Stat: Movement Modifier (II) does nothing, affected creature moves with normal speed instead until EndCutSceneMode() is called. There is several opcodes that work differently in cut scenes eg. creatures inside MAZE #213 are visible, Stun effect are ignored etc.. Haste #16, Haste2 #317 opcodes seem to work inside cut scenes also. Note: about opcode #318 Protection from Resource From my testing it seems, this is not true what is written about #318 (0x13E) Protectio
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