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IWD -TotL Trigger descriptions


Guest Grog

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0x4098 ClassEx(O:Object*,I:Class*class*)

 

Works just like Class() except that ClassEx also returns TRUE if object is multi-classed.

 

Example:

IF
ClassEX(Myself,THIEF)
ActionListEmpty()
!StateCheck(Myself,STATE_INVISIBLE)	
!StateCheck(Myself,STATE_IMPROVEDINVISIBILITY)	
CheckStatGT(Myself,35,HIDEINSHADOWS)
THEN
RESPONSE #100
 Hide()
END

 

0x40A0 Internal(O:Object*,I:Index*,I:Value*)

0x40A1 InternalGT(O:Object*,I:Index*,I:Value*)

0x40A2 InternalLT(O:Object*,I:Index*,I:Value*)

 

Each creature/PC in IWD has a set of 5 internal varibles. They are indexed from 0-4. Each index can contain one integer (single digit IIRC).

 

Internal returns TRUE is value equals the stored value at index[X]. Returns FALSE otherwise.

InternalGT returns TRUE is value greater than the stored value at index[X]. Returns FALSE otherwise.

InternalLT returns TRUE is value less than the stored value at index[X]. Returns FALSE otherwise.

 

0x40A3 School(O:Object*,I:School*School)

 

Checks to see if object is a Specialist mage of the specified school.

 

Note - to get this trigger to work correctly, it must be changed as follows:

School(O:Object*,I:School*Magespec)

 

0x40A7 CreatureHidden(O:Object*)

 

Check to see if object is not visible (set as flag in ARE file, or by the HideCreature action)

 

Example:

IF
CreatureHidden(Myself)
Global("KRESS_QUEST","GLOBAL",3)
THEN
RESPONSE #100
 Unlock("BOX1")
 Unlock("BOX2")
 Unlock("BOX3")
 Unlock("BOX4")
 HideCreature(Myself,FALSE)
 Continue()
END

 

0x40A8 HelpEX(O:Object*,I:Type*HelpType)

 

Returns TRUE if object is the same type as the creature running the script

 

Values from HelpType.ids

1 EA

2 GENERAL

3 RACE

4 CLASS

5 SPECIFIC

6 GENDER

7 ALIGN

 

For example, this would be used to insure that Orcs responded to calls from help from other Orcs, but not from goblins participating in the same battle

 

0x40AC ExtendedStateCheck(O:Object*,I:State*extstate)

 

Like StateCheck, except using the file ExtState.ids

 

0x40B1 ModalState(O:Object*,I:ModalState*Modal)

 

Same as BG2

 

0x40B2 SummoningLimit(O:Object*,I:Number*)

0x40B3 SummoningLimitGT(0:Object*,I:Number*)

0x40B4 SummoningLimitLT(O:Object*,I:Number*)

 

Not sure if these check the party's summoning limit, as set by the game, or if they are used to set a virtual summoning limit for the script-runner. Either way they appear to be broken according to my tests

 

Just ignore any descriptions you're already aware of :(

 

Cheers

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