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> Spellpack and SCS AI
DavidW
post Aug 9 2008, 06:35 PM
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I'm in the process of revising the AI in the original Sword Coast Stratagems, and I've probably got time to make some modest allowance for the possibility of Spellpack being installed. It would be helpful to know:

(i) some foolproof way of detecting if Spellpack is installed;
(ii) your advice on how clerics, druids and mages optimised for the old spellset ought to be rethinking their strategy and spell choices if Spellpack is installed (L1-5 spells only).

If this turns out to be viable, I'll extend it to SCSII in the fullness of time.
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The Bigg
post Aug 10 2008, 10:06 AM
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IF (MOD_IS_INSTALLED ~tp2name~ #componentnumber) THEN APPLY_SP_STUFF?

QUOTE
I wish for an "Enable Dialogue with charmed NPCs" component.

It's well-hidden, but http://www.shsforums.net/index.php?autocom...mp;showfile=506.


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Please do not contact me for assistance in using BGT, BP, any other of the 'large mods', or a mod I didn't write or contribute to. I'm not your paid support staff, so I'd suggest you to direct your help questions to the forum relative to the mod you're playing.

Thanks for your cooperation.
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Galactygon
post Aug 10 2008, 11:00 AM
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QUOTE(The Bigg @ Aug 10 2008, 12:06 PM) *


Okay wow, patching the .exe is very elaborate.

EDIT: Although it changes the way the opcode works. This means you can still talk to Dominated creatures, which is not AD&D-ish. There ought to be a difference on how Charm x and Domination spells work. In SpellPack, Charm Person switches allegiances, where you cannot control the charmed character, but could talk to it.

This might cause some trouble if there is a scripting block that checks allegiances and does a NoAction().

-Galactygon

This post has been edited by Galactygon: Aug 10 2008, 11:30 AM


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