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wolpak

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About wolpak

  1. Yes, but more like, if I am casting a spell based on a class, and it spits out spell successful, I would want it to spit out, spell failed if not that class. If I could have it stop itself after successful, then I wouldn't see both messages. I'll have to test tomorrow.
  2. If I had a spell that used an eff that casts a spell that then used opcode 321 on the original spell, would it stop it from finishing processing? If not, is there a way to do that?
  3. #232 (0x232) Spell Effect: Cast Spell on Condition [232] Parameter #1: Target Parameter #2: Condition Description: Casts the spell specified by the resource field on the target specified by the 'Target' field, when the condition from the 'Condition' field is true. The conditions are akin to various triggers. Known values for 'Target' are: 0 Effect Target 1 LastHitter 2 NearestEnemyOf 3 Nearest Known values for 'Condition' are: 0 HitBy() 1 See(NearestEnemyOf()) 2 HPPercentLT(Myself 50) 3 HPPercentLT(Myself 25) 4 HPPercentLT(Myself 10) 5 StateCheck(Myself,STATE_HELPLESS) i.e. unconscious 6 StateCheck(Myself,STATE_POISONED) i.e. poisoned 7 AttackedBy('Target') 8 PersonalSpaceDistance('Target',4) 9 PersonalSpaceDistance('Target',10) 10 Unknown - every round 11 TookDamage() Parameter 3 (EFF) activates the portrait icon and immediately triggers the HitBy() trigger
  4. wolpak

    Auras

    IF NextTriggerObject(Player1) Range(NearestEnemyOf(Player1),20) Global("P2RANGE","GLOBAL",0) THEN RESPONSE #100 ApplySpellRES("AC+",Player2) // You should find your father, for he wouldst speak with you. ApplySpellRES("AC+",Player2) // You should find your father, for he wouldst speak with you. SetGlobal("P2RANGE","GLOBAL",1) END The change above should work as well. Of course, there would need to be a block for multiple enemies, but it should work just fine. I have had no real slowdown with baldur.bcs having a lot of code in it, and I play on my iphone.
  5. NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Actually, it DOES work in BG2EE. You just need to add the trigger to trigger.ids (or just copy it over from Baldur's Gate 2. This is very nice... Do you mean bgee?? Yes, silly me. It works in BG:EE if you add the trigger to trigger.ids.
  6. wolpak

    Auras

    So, I think the best method, and fairly foolproof way of doing Auras is through scripting...as long as you don't mind adding script to Baldur.bcs (which I don't). Given a spll AC+ and AC- where AC+ increases AC by 1 point and AC- decreases, the script below will give Player2 a +2 AC bonus when within 20 feet of Player1. When he is out of that range, the bonus is removed. IF NextTriggerObject(Player1) Range(Player2,20) Global("P2RANGE","GLOBAL",0) THEN RESPONSE #100 ApplySpellRES("AC+",Player2) // You should find your father, for he wouldst speak with you. ApplySpellRES("AC+",Player2) // You should find your father, for he wouldst speak with you. SetGlobal("P2RANGE","GLOBAL",1) END IF NextTriggerObject(Player1) !Range(Player2,20) Global("P2RANGE","GLOBAL",1) THEN RESPONSE #100 ApplySpellRES("AC-",Player2) // You should find your father, for he wouldst speak with you. ApplySpellRES("AC-",Player2) // You should find your father, for he wouldst speak with you. SetGlobal("P2RANGE","GLOBAL",0) END
  7. NextTriggerObject is in BG2EE and IWDEE as well, but not (yet) in BGEE. Actually, it DOES work in BG2EE. You just need to add the trigger to trigger.ids (or just copy it over from Baldur's Gate 2. This is very nice...
  8. This is a necro, and I am not sure if this has been solved, but I have a solid work around. Have a permanent ability or an item use opcode Apply Effect on Condition: Target Self, Set to type 3 Freq 1 (I was having an issue with Type 0) And have the effect resource be whatever you want to name it (I did Wild.eff) Have that Effect Cast Spell at Target, Duration 1, Type 1, Spell Name: I called it Wild Have that Spell target Pre-Target, opcode 280:Wild Magic, Duration 1, Type 2, with your probability in there. Basically, it just casts a spell at yourself every second, applies an effect that casts a spell at you with a duration of 1 that sets Wild Surge. So, if you happen to cast at the probability you set for the surge, then it surges, otherwise it casts normally. I'll be using this a bit in my mod and in my armored arcana.
  9. Wow, didn't rralize that. Sucks it doesn't work in BG:EE yet and probably won't for a few months.
  10. The only way I have figured out to do any detecting modal state is with the hard song since you can actually change the song and run a script. Really, the only other way is initializing an ability.
  11. wolpak

    New opcodes

    Well, it crashes my iphone...
  12. wolpak

    New opcodes

    Are these a sign of things to come, or just something to make me waste my time trying to get to work but all they do is crash... opcode 322- Evade AOE 323- Turn Undead Level 324- Immunity Spell and Message 325- Save vs. all 326- Add Effects List 327- Icewind Visual Spell Hit 328- Set State 329- Slow Poison 330- Float Text 331- Random Monster Summon 332- Specific Damage Modifier 333- Static Charge 334- Turn Undead 335- Seven Eyes 336- Display Eyes Overlay 337- Remove: Opcode 338- Disable Rest 339- Alter Animation 340- Change Backstab Effect 341- Change Critical Hit Effect 342- Animation: Override Data Wish there was a "change turn undead" effect in there...
  13. You could also change the method completely depending on what you are doing. Is this summon casting cure light wounds to all allies within a certain radius? You could have something like: If Range(player1,20) Then Curelight wounds player1 Continue If range(player2,20) Then Cure light wounds player2 Continue And so on.
  14. Also, since I have never really played a wild mage before, when the cast is "successful" do the graphical display of a wild surge always go since you are always causing a wild surge with Nahal's, even if the effect is cast normally?
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