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svj

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  1. Thanks polytope I have problem i do have critical quest item which i wish to catch players eye so i am thinking it could have blue sheen like magical items have. Does any of you know what exactly do i need to add to item global effect or some useable ability? Maybe i am overthinking this and only thing necessary is the critical item flag.
  2. My item uses the cast spell opcode which calls relevant spwi809 & spwi710. Question that i have will your mod spells>innates compatible with my mod? Should i then add incompatibility warning?
  3. I am worried about compatibility between mods so all my spell are custom however i cannot make custom versions of Spell Sequencer & Spell Trigger to work I copied & renamed both spells but second part *D.spl does not give the special ability to actually launch spells stored in sequencer.
  4. Thanks Jmerry&SubtleDoc but your replies are valid for EEstuff i am not making EE mod in fact it might be ToB only So anyway if anybody is interested below loop in Area Script does work. IF !Dead("rqnaelt3") THEN RESPONSE #100 ApplySpell("rqnaelt3",CLERIC_HEAL) Wait(6) Continue() END
  5. No i just want to heal to 100% every round https://forgottenrealms.fandom.com/wiki/Nature_elemental
  6. It works! I have applied this to area scrip though i am aware i should have postfaced it with Continue() Will test it tomorrow with Continue() later I have created creature which preferably should have no animation only insect plague effect from ring i gave it any suggestions here Bird does not work i cannot kill it Doom guard leave Dark outline on floor.
  7. Condition -Crash- / per round (10) does not work at all
  8. NI says in 232 opcode that per round will crash the game? Condition -Crash- / per round (10) Will test it.
  9. 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
  10. Is there way to restrict item to be usable to CHARNAME only?
  11. Specifically find references by right clicking on raver07.waw in NI
  12. 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.
  13. There is no string it is death sound.
  14. 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?
  15. 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
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