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Member Since 08 Jan 2017
Offline Last Active Nov 10 2018 04:08 PM

Posts I've Made

In Topic: Trouble with what I thought was a simple script trigger

10 November 2018 - 04:11 PM

Well this all started with me being bored and deciding to make a custom Animate Dead spell that would summon a skeletal Fighter, Archer and Mage at higher levels; the Mage's script being the cause of this thread.


I wanted the Mage to be able to pick Humanoids out of a group of assorted beasties and use Dire Charm on them before moving to a lower priority and blasting things with other spells. After everything else was dead the Skeletons would attack the Charmed creature. Since the Mage could (theoretically) be summoned by enemies it would have to work against PCs, too.


Now that I know things Charmed by Enemies and Allies end up with different EA values I should be able to get the desired behavior with no real difficulty... That said, my EA seems a bit simpler than the one you've posted. Probably since I'm not using BG:EE. My EA doesn't have a # 7 or 254. I checked in the game and the script was able to identify a Charmed party member as EA 255, so I imagine it works the other way around, too.


I'll play with the script some more (Eventually) and if I hit a snag I know where to go. :)

In Topic: Trouble with what I thought was a simple script trigger

09 November 2018 - 06:34 AM

I'll try using that, then. I haven't decided yet exactly what I want the script to actually do so I'm not even totally sure what I want the triggers to do. The only thing I've settled on is that I want it to be able to differentiate between any number of Charmed/Unconscious/Stunned and so on creatures out of a group regardless of their relative positions for priority targeting.


Another option I considered was temporarily forcing a different identifier with opcode 72 (Set IDS State) to allow my See triggers to pick the Charmed creatures out... Is Specific.IDS used for anything? Could it be used for something like that?

In Topic: Is there a problem with snow? (Area weather)

10 October 2018 - 01:58 PM

I set it in the area file first, which caused Rain rather than Snow.


For the second attempt I added;




to the area's script. That way DOES result in snow, but I don't know how to set a duration on it. The snow stops as soon as I rest, I haven't checked how long the snow will last if I leave the game unpaused and just let it run.


I'm not sure how to set a duration using that Action. If anyone knows how please post an example.

In Topic: Minor problem with Opcode 206

15 September 2018 - 07:36 AM

Well apparently you hit the bullseye.


I put an identical opcode 206 into the Ghost Armor spell, cast it, and then applied the spell that I'm trying to deflect to the Ghost Armored target... It displayed the string.


After I picked my head back up from the desk I switched the Ghost Armor's 206's timing to While Equipped. Now don't ask me why that worked at all since nothing is actually equipped when you cast the spell, but it both stopped the spell and displayed the string.


Just to rule out a problem with the suit of armor I started with, I put the same 206 into a completely different item and had the exact same problem. The spell was stopped but no string was displayed.


For whatever reason equipped items seem unable to display opcode 206's string reference, but if opcode 206 is applied by a spell, everything works fine. :undecided:


Maybe I'll apply a cast spell on condition to the armor that casts a short duration spell on the wearer that protects from the spell in question... Or maybe I'll call it a day.

In Topic: Minor problem with Opcode 206

15 September 2018 - 06:26 AM

I just tested a stock item, the Harper Pin(MISC5X). It uses 206 to protect the wearer from SPWI112 (Magic Missile) and is supposed to display string #40956... Same problem, it stops the spell but doesn't display the message.


Is it possible some in-game setting is preventing the message from displaying? I've already tried setting the various Feedback settings to maximum.