Innate abilities |
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Innate abilities |
Dec 27 2005, 07:00 PM
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#1
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Mod Developer Posts: 210 Joined: 3-December 05 |
Hello,
Is it possible to properly use the innate abilities of a npc (out of the party of course). I have a level 8 berserker with 2 enrages in innate slot. I have that block in my script: IF !GlobalTimerNotExpired("ja#cast","LOCALS") !GlobalTimerNotExpired("ja#berserkerrage","LOCALS") THEN RESPONSE #100 SetGlobalTimer("ja#cast","LOCALS",6) DisplayString(Myself,84763) // Contingency Released SetGlobalTimer("ja#berserkerrage","LOCALS",120) Spell(Myself,BERSERKER_RAGE) END (String only for debug and test) the block is executed, but the rage doesn't occur (neither was my condition HaveSPell(BERSERKER_RAGE)) It seems that innates can't be manipulate like spells. I can only use it with forcespell, but then, I can't count spells (uness I use some variables and level tests) |
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Dec 27 2005, 07:21 PM
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#2
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Mathematical poet Retired team member Posts: 159 Joined: 9-July 04 From: Prague, Czech Republic |
Hmm, that's quite strange - innates should be handled via Spell action without problems.
Is the spell assigned to your character really that one which is mapped to BERSERKER_RAGE in spell.ids? Isn't it a spell created by you and renamed to something else? Just curiosity idea - misplacing with BARBARIAN_RAGE isn't possible? Forcespell casts the spell even though the character hasn't it memorized so the fact the the casting is working via forcespell tells about our problem almost nothing. -------------------- |
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Dec 27 2005, 08:06 PM
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#3
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Mod Developer Posts: 210 Joined: 3-December 05 |
This is how I did my tests:
I edit a level 7 fighter dual to cleric level 8, give him berserker kit, save load game, clua the fighter, then he joined my party to see the innates. he got 2 rages, as he should have. the rage were exactly the right one. now, I clua again, no party's join this time, I wait. he first buffed himself with cleric spells, then he tried to enrage, but nothing happen. |
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Dec 28 2005, 08:10 AM
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#4
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Mathematical poet Retired team member Posts: 159 Joined: 9-July 04 From: Prague, Czech Republic |
And can you cast rage with your f/c manually?
Silly idea, but try to use res actions/triggers: HaveSpellRES("spclXYZ") SpellRES("spclXYZ",Myself) Strange... Innates should work as normal spells (spell() action)... lay of hands, bhaal abilities etc. always work this way... -------------------- |
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Dec 28 2005, 10:33 PM
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#5
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Mod Developer Posts: 210 Joined: 3-December 05 |
I've tried SpellRes , but it doesn't work either.
I've tried another kit (priest of lathander), not working in fact, nothing works. Now, I suspect it's something about tp2 patching. I've just set the kit, nothing else I had some problems with wizard slayers, not having cumulative effect (no effect at all in fact) But when he joined my party, his effects were working. Strange? I guess kit's abilities are set when the npc joined the party, it would make sense. |
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Dec 28 2005, 11:14 PM
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#6
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
There might be 2 problems with your script:
1.) Is the spell level of your innate set to 1? Innate abilities don't work unless their levels are set to 1 or 0. Since you are using an existing spell, I don't think this is the problem. 2.) You have to have the spell/innate "memorized" in order for the actions Spell() or SpellRES() to work. You could alternatively use SpellNoDec() or SpellNoDecRES() instead, which don't require you to have the spell/innate "memorized". Check the IESDP for more information. I am guessing this one is your problem, since when giving out kits to NPCs, you have to manually apply give any abilities/immunities to your NPC. -Galactygon This post has been edited by Galactygon: Dec 28 2005, 11:15 PM -------------------- |
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Dec 29 2005, 07:35 AM
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#7
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Mod Developer Posts: 210 Joined: 3-December 05 |
QUOTE(Galactygon @ Dec 28 2005, 11:14 PM) There might be 2 problems with your script: 1.) Is the spell level of your innate set to 1? Innate abilities don't work unless their levels are set to 1 or 0. Since you are using an existing spell, I don't think this is the problem. 2.) You have to have the spell/innate "memorized" in order for the actions Spell() or SpellRES() to work. You could alternatively use SpellNoDec() or SpellNoDecRES() instead, which don't require you to have the spell/innate "memorized". Check the IESDP for more information. I am guessing this one is your problem, since when giving out kits to NPCs, you have to manually apply give any abilities/immunities to your NPC. -Galactygon So that's it: I have to manually apply immunities and abilities. I will try this so Thanks for help |
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Jan 1 2006, 06:54 PM
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#8
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Mod Developer Posts: 1158 Joined: 22-July 04 From: Sweden |
Note that once an NPC joins the party, (s)he is given all the immunities/abilities of the kit, so if you manually give all of the immunities/abilities, the NPC will be given those immunities/abilities twice (once upon joining, and once when you manually adjust their stats).
I don't remember whether the above statement is true or not, so you might need to confirm it. -Galactygon This post has been edited by Galactygon: Jan 1 2006, 06:56 PM -------------------- |
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Jan 2 2006, 09:13 AM
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#9
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Mod Developer Posts: 210 Joined: 3-December 05 |
Yes, there will get them twice, but I do it for non-joinable NPC
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