I gave it another shot; let me know if you think it looks alright.
SarevokG.jpg 15.17K
369 downloads
Katrina
Member Since 05 Sep 2003Offline Last Active Nov 20 2009 06:56 PM
Community Stats
- Group Member
- Active Posts 56
- Profile Views 2610
- Member Title Dark Master
- Age 41 years old
- Birthday August 7, 1983
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Gender
Not Telling
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Location
Michigan, USA
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Interests
All aspects of the arcane, with a focus on magic, are my personal interests when it comes to Role Playing. I was first introduced to RPGs with Final Fantasy IV in 1991 when Super Nintendo was new and have been hooked since. My favorites so far include: Quest for Glory IV, Final Fantasies 4, 6, 7 and 10-2, and the Baldur's Gate series.
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Posts I've Made
In Topic: A Fresh Pair of Eyes
15 August 2006 - 05:21 PM
In Topic: A Fresh Pair of Eyes
13 February 2006 - 09:09 PM
I did some extensive editing to Sarevok (not including the eyes) to improve its quality. I'll throw in a Branwen edit as well, for lack of a better place to post it.
SarevokG.jpg 15.21K 344 downloads BranwenG.jpg 21.8K 320 downloads
SarevokG.jpg 15.21K 344 downloads BranwenG.jpg 21.8K 320 downloads
In Topic: Creating fully-customized characters
05 November 2005 - 05:05 PM
The only tools I've been using for this process are InfinityEngineEditorPro (just for the spells and items), NearInfinity(Beta), and DLTCEP. I haven't used any other modding tools or programs yet (except BAMWorkshop, but that's not related to this topic). I'm pretty new to the aspect of any modding beyond spell, item and artistic areas.
In Topic: Creating fully-customized characters
05 November 2005 - 04:04 PM
I didn't have much success with that method. I've spent several hours today trying to get it to work, so I gave up on it. I also spent a lot of time experimenting with different effects to see if I could get what I wanted, but I didn't succeed there either. As a recap, all I'm trying to do is to enable a summoned .cre file to transition areas on its own. If there is no way to do it without making expansive scripts, then I probably can't do it. Maybe I'll just wait until a working example is released so I can hack into it and see how to make my own.
In Topic: Creating fully-customized characters
05 November 2005 - 09:23 AM
Alright, I made the script and it looks like this:
IF
!Exists("iifam0") // We haven't ever summoned iifam0
THEN
RESPONSE #100
ReallyForceSpellRES("<summon_fam0>",LastSummonerOf(Myself)) // get the caster of the summon spell to summon iifam0 (this sets the companions LastSummonerOf tag correctly
ActionOverride(LastSummonerOf(Myself),SetGlobal("iiMyFamIs0","LOCALS",1)) // tell the summoner which companion they have
SetGlobal("iiFam0Free","GLOBAL",0) // marker global, slot 0 is now used
DestroySelf() // get rid of myself
END
IF
Exists("iifam0") // We have summoned iifam0 before
Dead("iifam0") // iifam0 dead
Global("iiFam0Free","GLOBAL",1) // the 0 slot is free
THEN
RESPONSE #100
SetGlobal("iiFam0Free","GLOBAL",0) // marker global, slot 0 is used
ReallyForceSpellRES("<summon_fam0>",LastSummonerOf(Myself)) // get the caster of the summon spell to summon iifam0 (this sets the companions LastSummonerOf tag correctly
ActionOverride(LastSummonerOf(Myself),SetGlobal("iiMyFamIs0","LOCALS",1)) // tell the summoner which companion they have
DestroySelf() // get rid of myself
END
IF
True()
THEN
RESPONSE #100
DisplayStringHead(LastSummonerOf(Myself),~You are not permitted a companion at this time~)
DestroySelf()
END
However, there is an error at line 27 -which is the third up from the bottom- that says: Expected I:StrRef* but found ~You are not permitted a companion at this time~
Should I ignore this, or what should I do to fix it?
IF
!Exists("iifam0") // We haven't ever summoned iifam0
THEN
RESPONSE #100
ReallyForceSpellRES("<summon_fam0>",LastSummonerOf(Myself)) // get the caster of the summon spell to summon iifam0 (this sets the companions LastSummonerOf tag correctly
ActionOverride(LastSummonerOf(Myself),SetGlobal("iiMyFamIs0","LOCALS",1)) // tell the summoner which companion they have
SetGlobal("iiFam0Free","GLOBAL",0) // marker global, slot 0 is now used
DestroySelf() // get rid of myself
END
IF
Exists("iifam0") // We have summoned iifam0 before
Dead("iifam0") // iifam0 dead
Global("iiFam0Free","GLOBAL",1) // the 0 slot is free
THEN
RESPONSE #100
SetGlobal("iiFam0Free","GLOBAL",0) // marker global, slot 0 is used
ReallyForceSpellRES("<summon_fam0>",LastSummonerOf(Myself)) // get the caster of the summon spell to summon iifam0 (this sets the companions LastSummonerOf tag correctly
ActionOverride(LastSummonerOf(Myself),SetGlobal("iiMyFamIs0","LOCALS",1)) // tell the summoner which companion they have
DestroySelf() // get rid of myself
END
IF
True()
THEN
RESPONSE #100
DisplayStringHead(LastSummonerOf(Myself),~You are not permitted a companion at this time~)
DestroySelf()
END
However, there is an error at line 27 -which is the third up from the bottom- that says: Expected I:StrRef* but found ~You are not permitted a companion at this time~
Should I ignore this, or what should I do to fix it?
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