SetHomeLocation(P:Point*) - 261
Why I ask: Depending on what this thing does esp. if it sounds like it's doing what it does, this could be the cause of the bug with Hendak disappearing from the Copper Coronet. I tried all the usual resources and they have squat on this action. It's pretty rare; no other char. who remains throughout the game seems to use it.
In the first of several of his move actions in HENDAK.BCS is:
SetHomeLocation([32.120])
This is a totally invalid point to set anything to as it's off the accessible area of AR0406 in the upper left corner, in black nothingness. It never gets changed later either, when he arrives behind the counter where he should remain for the remainder of the game.
So given that HENDAK.BCS parks him at a location 526.1193 and there or thereabouts he should stay, barring moving a few pixels away to beat up Lehtinan, wondering when this "home" location would come into play to call him "home" to the void.
Kevin Dorner
Member Since 27 Mar 2003Offline Last Active Apr 07 2009 03:09 AM
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Scripting action SetHomeLocation
26 May 2003 - 09:15 PM
Ghost popping out effect...
19 April 2003 - 10:38 AM
My latest oversized project has been to add animation and battletext (and portrait icons for player items) for all the .ITM and .CRE files in ToB that provide immunities. ie All five "x levels drained" battletext immunities for creatures immune to level drain (this will be a boon for players using the Valen mod methinks) and immunity to specific animation against SPCONFUS for things immune to confusion, etc. This seems to work fine.
The one monkeywrench in the works has been resisting the ghost-popping-out effect that Finger of Death and the Vorpal weapons use, for .CRE's and .ITM's with an immunity to Slay/Kill Target in them. The Dept. of Redundancy Dept. has placed three .BAM's for this one effect that are all exactly the same (SPFDEATH, SPDEATH3, SPFDETH3) but placing immunities to these animations (and even as well to SPFINGER which is the VVC of one of them) does not resist the effect.
This is because the slay resource is not using the usual Play 3D Effect (215) to play the animation, but instead effect # 141 which NI calls "Lighting Effects" and InfExp "VisualSpellHit", playing "effect #" 39. Where it maps effect # 39 to these .BAMs I have no idea, but as I have already told it to resist those BAM's I think that it doesn't even bother checking this if the Play 3D Effect is not used.
The effect can be suppressed by using an immunity to "Lighting Effects" but then I am wary of supressing effects that are wanted. For example: Balthazar. He is both immune to Slay and has many custom spells that use the "Lighting Effects" effect method of playing the visual effects. Making him immune to "lighting effects" will suppress both of them, as there doesn't seem to be a place (ie a resource number) to specifiy which "lighting effect" to provide immunity to; it's none or all.
Any ideas?
The one monkeywrench in the works has been resisting the ghost-popping-out effect that Finger of Death and the Vorpal weapons use, for .CRE's and .ITM's with an immunity to Slay/Kill Target in them. The Dept. of Redundancy Dept. has placed three .BAM's for this one effect that are all exactly the same (SPFDEATH, SPDEATH3, SPFDETH3) but placing immunities to these animations (and even as well to SPFINGER which is the VVC of one of them) does not resist the effect.
This is because the slay resource is not using the usual Play 3D Effect (215) to play the animation, but instead effect # 141 which NI calls "Lighting Effects" and InfExp "VisualSpellHit", playing "effect #" 39. Where it maps effect # 39 to these .BAMs I have no idea, but as I have already told it to resist those BAM's I think that it doesn't even bother checking this if the Play 3D Effect is not used.
The effect can be suppressed by using an immunity to "Lighting Effects" but then I am wary of supressing effects that are wanted. For example: Balthazar. He is both immune to Slay and has many custom spells that use the "Lighting Effects" effect method of playing the visual effects. Making him immune to "lighting effects" will suppress both of them, as there doesn't seem to be a place (ie a resource number) to specifiy which "lighting effect" to provide immunity to; it's none or all.
Any ideas?
"Diseased" state check broken?
01 April 2003 - 08:01 PM
Trying to get the Deva's scripting fixed... they are supposed to cast Cure Disease on a diseased PC.
How utterly simple... right? The exact same scripting works just great if CLERIC_CURE_DISEASE is replaced with CLERIC_NEUTRALIZE_POISON, STATE_DISEASED is replaced with STATE_POISONED. But it won't work with this. Checked SPELL.IDS and STATE.IDS to make sure they are valid. 0x00080000 STATE_DISEASED is what it is and damned if that isn't just what it should be. Checked that the right CURE_DISEASE is in the Deva's spellbook. Checked that the spellslots are proper. Wasted an evening on this...
So I tried replacing it with a "test" script consisting only of:
and still nothing happens when the PC is Diseased.
Here's hoping someone knows if the STATE_DISEASED state check is broken. At this point I hope it is.
IF HaveSpell(CLERIC_CURE_DISEASE) See([PC]) StateCheck(LastSeenBy(Myself),STATE_DISEASED) THEN RESPONSE #100 Spell(LastSeenBy(Myself),CLERIC_CURE_DISEASE) END
How utterly simple... right? The exact same scripting works just great if CLERIC_CURE_DISEASE is replaced with CLERIC_NEUTRALIZE_POISON, STATE_DISEASED is replaced with STATE_POISONED. But it won't work with this. Checked SPELL.IDS and STATE.IDS to make sure they are valid. 0x00080000 STATE_DISEASED is what it is and damned if that isn't just what it should be. Checked that the right CURE_DISEASE is in the Deva's spellbook. Checked that the spellslots are proper. Wasted an evening on this...
So I tried replacing it with a "test" script consisting only of:
IF StateCheck([PC],STATE_DISEASED) THEN RESPONSE #100 Kill(Myself) END
and still nothing happens when the PC is Diseased.
Here's hoping someone knows if the STATE_DISEASED state check is broken. At this point I hope it is.
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