I have robillard in my party now.
He has been attacked once.. but it seems that's all... what is supposed to trigger the second attack ,
Many Thanks !

Posted 17 July 2005 - 04:25 AM
Posted 17 July 2005 - 08:46 AM
Posted 17 July 2005 - 10:14 AM
Posted 17 July 2005 - 11:30 AM
Posted 17 July 2005 - 12:07 PM
Posted 17 July 2005 - 12:30 PM
Edited by Sun Tzglyph, 17 July 2005 - 12:44 PM.
Posted 17 July 2005 - 02:51 PM
Thank you....
But then it means that for my dual classed character, the attack will not occur before i am level 22/12 .... And i will have far more ressources than what was intended for the encounter.... And that all level based events in the game might not even occur at all for the SOA portion of a game... it's still an issue is there anyway to change this other than rewriting all the scripts to lower the level at which they occur? (for example for this level 17 encounter i could make the script to wait for my player to have a level greater than 14 instead of 16, so the encounter will happen when my character is effectively 17/12...)
IF Class(Player1,DRUID_ALL)//start with the class requiring the most XP XPGT(Player1,3150000)//what a druid needs for 16th lvl //insert the other conditions here THEN RESPONSE #100 //insert the actions here //etc etc etc, down to the thief IF Class(Player1,THIEF_ALL)//ending with the lowest XP class XPGT(Player1,1320000)//what a thief needs for 16th lvl //insert the other conditions here THEN RESPONSE #100 //insert the actions here
Posted 17 July 2005 - 09:30 PM
Posted 18 July 2005 - 02:07 AM
The issue is with the way the engine reads LevelGT. It only reads the first class. This is a Bioware error, not a BP error. Which is not to say it can't be corrected, at least in a fashion. Instead of a LevelGT check, it should be set up with an XPGT. To do this most accurately, you'll need to check both class and XP:
Edited by Sun Tzglyph, 18 July 2005 - 02:09 AM.
Posted 04 August 2005 - 03:26 AM
Thank you....
But then it means that for my dual classed character, the attack will not occur before i am level 22/12 .... And i will have far more ressources than what was intended for the encounter.... And that all level based events in the game might not even occur at all for the SOA portion of a game... it's still an issue is there anyway to change this other than rewriting all the scripts to lower the level at which they occur? (for example for this level 17 encounter i could make the script to wait for my player to have a level greater than 14 instead of 16, so the encounter will happen when my character is effectively 17/12...)
The issue is with the way the engine reads LevelGT. It only reads the first class. This is a Bioware error, not a BP error. Which is not to say it can't be corrected, at least in a fashion. Instead of a LevelGT check, it should be set up with an XPGT. To do this most accurately, you'll need to check both class and XP:IF Class(Player1,DRUID_ALL)//start with the class requiring the most XP XPGT(Player1,3150000)//what a druid needs for 16th lvl //insert the other conditions here THEN RESPONSE #100 //insert the actions here //etc etc etc, down to the thief IF Class(Player1,THIEF_ALL)//ending with the lowest XP class XPGT(Player1,1320000)//what a thief needs for 16th lvl //insert the other conditions here THEN RESPONSE #100 //insert the actions here
Note that in this specific case, the keep--you'll only have to worry about a few classes (the warrior types).
Posted 06 August 2005 - 11:15 AM
I think this thing about dual classing deserves a waring in Bp's readme, since they are quite a few level checks in BP...
Posted 07 August 2005 - 11:51 AM
I think this thing about dual classing deserves a waring in Bp's readme, since they are quite a few level checks in BP...
Actually, there are very few Level-oriented checks in BP itself. TDD and SoS use several of these, and TS uses LevelParty() checks. The Level checks found in BP itself are in the enemy AI files; most enemies are judged by their first class anyways, so this is irreleveant. Especially in the manner you are describing.
Posted 08 August 2005 - 08:35 AM
Sorry , thought since TDD is installed in BP..
I mean, if you're just playing like this, and do not wish to bother with NI or Clua Codes, then you will just miss the TDD part for which you need Forp, for example, if you have a Dual-classed character... I thought it might be worth a line in Tdd's (and so maybe BP's) readme, sinc this single level check opens or denies a big part of Tdd...
For my part, i changed all level checks for Player 1 in experience checks as you suggested, and it works fine thanks!
IF Global("spawn_Forp","AR0406",0) XPGT(Player1,779999) //the average of XP required for 12th lvl for all classes THEN RESPONSE #100 CreateCreature("DDgull01",[1487.1649],8) SetGlobal("spawn_Forp","AR0406",1) END