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svj

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Posts posted by svj

  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. 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.

  3. 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

     

  4. Quote
    IF
        !Dead("rqnaelt3")
    THEN
        RESPONSE #100
            ApplySpell("rqnaelt3",CLERIC_HEAL)
            Wait(6)
    END

     

    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.

  5. 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

  6. 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?
  7. 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

  8. Quote

     

    // This is in my tp2 as of now will it work?

    COPY_EXISTING ~ar5004.are~ ~override/ar5004.are~
    WRITE_ASCII 0x94 ~ar5004~
    EXTEND_TOP ~ar5004.bcs~ ~revan/baf/rqar5004.baf~

     

    IF
        Global("rqjaheira4ambush","GLOBAL",1)
        Dead("rqdermin")  // Dermin Courtierdale
        Global("rqjaheira2tobambushSpawn","AR5004",0)
    THEN
        RESPONSE #100
            CreateCreature("rqjah135",[557.636],0)  // Jaheira
            SetGlobal("rqjaheira2tobambushSpawn","AR5004",1)
            SetGlobal("rqjaheira2tobambush","GLOBAL",1)
    END

    IF
        GlobalTimerExpired("SaradushSiegeTimer","GLOBAL")
    THEN
        RESPONSE #50
            SetGlobalTimer("SaradushSiegeTimer","GLOBAL",50)
        RESPONSE #50
            ScreenShake([20.20],3)
            PlaySound("AM5004S1")
            SetGlobalTimer("SaradushSiegeTimer","GLOBAL",50)
        RESPONSE #50
            ScreenShake([20.20],3)
            PlaySound("AM5004S2")
            SetGlobalTimer("SaradushSiegeTimer","GLOBAL",50)
    END
     

    It appears at least to me that my code is smarter than you would think

    It copied contents from common areascript and pasted my content above.

  9. I am trying to add area script in Area which has no script at least in vanilla game

    How does one do such and how to do it in way so compatibility with other mods would be maintained?

    // This is in my tp2 as of now will it work?

    COPY_EXISTING ~ar5004.are~ ~override/ar5004.are~
    WRITE_ASCII 0x94 ~ar5004~
    EXTEND_TOP ~ar5004.bcs~ ~revan/baf/rqar5004.baf~

     

  10. IF
    	GlobalTimerExpired("rqHornOfWilderness","AR1900")
    THEN
    	RESPONSE #100
    		SetGlobalTimer("rqHornOfWilderness","AR1900",20)
    		DisplayStringHead(Myself,~Uses Horn of Wilderness~)  // Uses Horn of Wilderness
    		PlaySound("rqhorn")
    		ReallyForceSpellRES("rqwodbei",NearestEnemyOf(Myself)) // Summon Woodland Beings
    		ReallyForceSpellRES("rqearele",NearestEnemyOf(Myself)) // Summon Earth Elemental
    		ReallyForceSpellRES("rqfirele",NearestEnemyOf(Myself)) // Summon Fire Elemental
    END
    IF
    	GlobalTimerExpired("ElectrifiedFloorTimer","AR6005")
    THEN
    	RESPONSE #100
    		SetGlobalTimer("ElectrifiedFloorTimer","AR6005",21)
    		DisplayString(Myself,72905)  // Abazigal Shockwave
    		PlaySound("am6005e")
    		ReallyForceSpell(Myself,ABAZIGAL_SHOCKWAVE)  // SPIN531.SPL (Abazigal Shockwave)
    END

    Why the code above does not work? Snippet below is from original game yet it in my testing the code above doesnt work at all.

  11. Why does weidu complain about it then?
    [revan/baf/rqgrun5c.baf] PARSE ERROR at line 16 column 16-82
    Near Text: )
    [DisplayStringHead] argument [Pauden! Use the the horn! Use the horn!] was expected to be an integer

    IF
    See(NearestEnemyOf(Myself))
    Allegiance(Myself,ENEMY)
    //Global("rqcontract5battle","GLOBAL",1)
    Global("rqUsedHorn","LOCALS",0)
    THEN
    RESPONSE #100
    DisplayStringHead(Myself,"Pauden! Use the the horn! Use the horn!") // Pauden! Use the the horn! Use the horn!
    SetGlobal("rqUsedHorn","LOCALS",1)
    END
  12. IF
        See([ENEMY])
        Allegiance(Myself,ENEMY)
        Global("rqTurnedToWehrwolf","LOCALS",0)
    
    THEN
        RESPONSE #100
            ForceSpellRES("SPCL644",Myself)  // Shapeshifts Greater Werewolf
            SetGlobal("rqTurnedToWehrwolf","LOCALS",1)
    END

    I would really like to know why this snipped will not turn NPC into Werewolf

  13. BEGIN rqrugos
    
    CHAIN
        IF ~//True()
            Global("rqRevanMintiper","GLOBAL",3)
            InParty("rqrev")
            See("rqrev")
            !Dead("rqrev")
            !StateCheck("rqrev",STATE_SLEEPING)~
        THEN rqrugos RugosIntro
        ~Greetings Captain.~
    DO ~SetGlobal("rqRevanMintiper","GLOBAL",4)~
        == rqrevJ
        ~We need to find out where is Mintiper Moonsilver our old enemy from Moonsea.~
        == rqrugos
        ~Tell me what you have lets put this all together.~
        == rqrevJ
        ~We have nothing but Mintipers name and i think most mercenaries are from same unit since they have same colors and they mostly use halberds and crossbows.~
        =
        ~One more thing they recruited Prangl.~
        == rqrugos
        ~Ha! i saw him outside of Umar Hills Tavern. Drink was always his weakness.~
        == rqrevJ
        ~Umar Hills it is. Have you found any suitable mercenary contracts?~
        == rqrugos
        ~Not yet but will visit old contact of mine as i have heard tavern rumor that he is searching for mercenaries.~
        == rqrevJ
        ~When you will have something send messenger.~
        == rqrugos
        ~Sending messages is not necessary and quite dangerous. Return here after you defeat Mintiper it would be quite dangerous to conduct business while he is alive.~
    //DO ~SetGlobal("rqRevanMintiper","GLOBAL",5)~
    EXIT
    
    /* ------------------------------------------------------------------- Rugos contract no.1 -------------------------------------------------------------------*/
    
    IF ~Dead("rqmintip")
        Global("rqContractsRugosAvailable","GLOBAL",1)
        //Global("rqcontractMarcian","GLOBAL",1)
        ~
        THEN BEGIN Rugos1OfferContract
        SAY ~Greetings, I am sure you are here for the mercenary contracts Revan talked to you about.~
        IF ~~ THEN REPLY ~Yes he told me to talk to you.~ GOTO Rugos1Contract
        IF ~~ THEN REPLY ~Yeah that's not the case, Farewell.~ GOTO Rugos1Rejected
    END

    Compiling 37 dialogue files ...

    [revan/d/rqrugos.d] PARSE ERROR at line 37 column 1-2
    Near Text: IF
           syntax error

    [revan/d/rqrugos.d]  ERROR at line 37 column 1-2
    Near Text: IF
           Parsing.Parse_error
    ERROR: parsing [revan/d/rqrugos.d]: Parsing.Parse_error
    ERROR: compiling [revan/d/rqrugos.d]!
    Stopping installation because of error.

    ERROR Installing [Golden Horse mercenary company (Requires Throne of Bhaal)], rolling back to previous state
    Will uninstall  33 files for [SETUP_REVAN.TP2] component 0.
    Uninstalled     33 files for [SETUP_REVAN.TP2] component 0.
    ERROR: Parsing.Parse_error


    Why this thing causes parse error? inaccurate at that. Both chain and second snippet do compile if they are in separate BEGINs but together they throw parse error

  14. EXTEND_BOTTOM BELMIN 0
        IF ~See("rqrev")
        Inparty("rqrev")
        !StateCheck("rqrev",STATE_SLEEPING)
        Global("belminrevan","AR0700",0)
        ~
        THEN GOTO BelminIntro
    
    END
    
    APPEND BELMIN
        IF ~~ THEN BEGIN BelminIntro
            SAY ~You! Vile and prideful! You dare to enter the city?!~
                IF ~~ THEN DO ~SetGlobal("belminrevan","AR0700",1)~ GOTO BelminDisbelief
        END
    
        IF ~~ THEN BEGIN BelminDisbelief
            SAY ~You! ELF! ARE YOU LISTENING TO ME?!~
                IF ~~ THEN EXTERN ~rqrevJ~ RevanAnswerToBelmin
        END
    
    //    IF ~Global("belminrevan","AR0700",1)~ THEN BEGIN RevanAnswerToBelmin
    //        SAY ~Dog that barks doesn't bite.~
    //            IF ~~ THEN EXTERN ~BELMIN~ BelminsFinalWords
    //    END
    
        IF ~~ THEN BEGIN RevanAnswer
            SAY ~Dog that barks doesn't bite.~
                IF ~~ THEN EXTERN ~BELMIN~ BelminsFinalWords
        END
    
        IF ~~ THEN BEGIN BelminsFinalWords
            SAY ~YOU SHALL PAY FOR YOUR SINS ELF FILTH!!!~
            IF ~~ THEN DO
            ~Enemy()
            Attack("rqrev")~
            EXIT
        END
    END

    So i wrote this just in case and this also gives me a compiler error

    namely the commented out portion which i have put in BEGIN rqrevJ

  15. EXTEND_BOTTOM BELMIN 0
    
        IF ~See("rqrev")
        Inparty("rqrev")
        !StateCheck("rqrev",STATE_SLEEPING)
        Global("belminrevan","AR0700",0)
        ~
        THEN GOTO BelminIntro
    END
    
    EXTEND_BOTTOM BELMIN 0
        IF ~See("rqrev")
        Inparty("rqrev")
        !StateCheck("rqrev",STATE_SLEEPING)
        Global("belminrevan","AR0700",0)
        ~
        THEN GOTO BelminIntro
    
    END
    
    APPEND BELMIN
    
        CHAIN ~BELMIN~ BelminIntro
            ~You! Vile and prideful elf! You dare to enter the city?!~
            == BELMIN
            ~You! ELF! ARE YOU LISTENING TO ME?!~
            == rqrevJ
            ~Dog that barks doesn't bite.~
            == BELMIN
            ~I BELMIN GERGAS SHALL MAKE YOU PAY FOR YOUR SINS ELF FILTH!!!~
            IF ~~ THEN DO
                ~Enemy()
                Attack("rqrev")~
        EXIT
    END

    I have wrote this reaction to Belmin Gergas the elf hater i am getting compiler errors anybody knows why?

     

    [revan/d/rqbelmin.d]  ERROR at line 15 column 1-9
    Near Text: CHAIN
           Parsing.Parse_error
    ERROR: parsing [revan/d/rqbelmin.d]: Parsing.Parse_error
    ERROR: compiling [revan/d/rqbelmin.d]!
    Stopping installation because of error.


     

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