Avenger Posted February 3, 2013 Share Posted February 3, 2013 This action removes any invisibility effects and aborts the hiding in shadows modal action. Link to comment
Avenger Posted February 3, 2013 Author Share Posted February 3, 2013 More iwd2 action oneliners (most are trivial): 1. SetAreaFlags - sets or removes area flags stored at 0xc in .are files. 2. SetMusic - sets area music. SetMusic(DAY, MX_1000) would set the current area's day music to mx1000.mus (See music.ids/music.2da) 3. WaitAnimation - waits till the target object reaches the stance. WaitAnimation(MySelf, READY) would wait till the actor stops casting, attacking, etc. 4. SetCreatureAreaFlag - sets bits in the field we call "mc flags", this is stored in the creature at offset 0x10 it is possible to add other flags, like (NO_CORPSE) to the ids file - but the original mc flags are mostly useless in iwd2. Link to comment
lynx Posted February 4, 2013 Share Posted February 4, 2013 WaitAnimation actually waits if the target is in the specified stance (what we already have in gemrb). An example from Phaen, where it is extra clear: IF !IsMarkedSpell(MARKED_SPELL) THEN RESPONSE #100 Spell(SpellTarget,MARKED_SPELL) WaitAnimation(Myself,WALK) WaitAnimation(Myself,CONJURE) WaitAnimation(Myself,CAST) ForceMarkedSpell(MARKED_SPELL) END Don't start a new casting before the last one is finished (or the actor is moving before starting the cast). Otherwise, the wait blocks his whole script eventually. Link to comment
Avenger Posted February 6, 2013 Author Share Posted February 6, 2013 Yeah, if that works better Link to comment
igi Posted November 16, 2013 Share Posted November 16, 2013 Local copy updated, thanks. Link to comment
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