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#21 seanas

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Posted 29 September 2004 - 05:01 PM

well, the extended effect claimed the duration was 'while equipped', but whether i believe it or not...

i just tested the weapon on Minsc, and yes, it replaced his personal script with Dakkon3 (an upgraded version). that's not pretty *at all*. i didn't thnk to see what happens when he's not wielding the weapon, so i'll go and have a look. the best answer would be to stick to baldur.bcs, i'd reckon ;) .

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#22 Awake

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Posted 29 September 2004 - 05:08 PM

ok, what's so wrong with putting it in baldur.bcs in the first place? I think that would just make it a lot simpler. I could be missing something though.
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#23 Stone Wolf

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Posted 29 September 2004 - 05:08 PM

I don't think the game can store what the original script was, so I'm guessing Minsc thinks he's a sword now.


Come to think of it, who'd notice the difference?

#24 Stone Wolf

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Posted 29 September 2004 - 05:10 PM

It's just "cleaner" to put stuff it it's own script when possible. Balduc.bcs gets very cluttered after a while. Sadly, there isn't too much you can do about it. The DPlayer# scripts are turned off when you turn off Party AI, so there's a chace that some critical point might be missed.

#25 seanas

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Posted 29 September 2004 - 05:14 PM

yep, he's a sword. yr right Stone Wolf, there's no return to a previous AI after un-equipping the weapon.

so i think we can safely conclude that Dakkon's Streaming Blade is a very good example of how not to set a weapon script ;) . extending baldur.bcs is better all round, really.

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#26 Stone Wolf

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Posted 29 September 2004 - 05:31 PM

It's also a good place to hide things from nosy players, so they can't much about with restrictions you've built into a mod. ;) :vbat:

#27 SConrad

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Posted 30 September 2004 - 01:55 AM

Overwriting the override-script is a bad idea, as seanas and Stone Wolf already concluded.

Use another character script, instead, or do it the baldur.bcs-way. ;)

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#28 Avenger_teambg

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Posted 01 October 2004 - 08:47 AM

You could probably also create a script that would remove the item from anyones inventory and place it back in your NPC's.

Add a note to the item description saying that if you attempt to take this item the NPC will take it back!

But this might be going overboard as the script would have to be in baldur.bcs to take effect in every area!

Or you could make the weapon undroppable and unmovable and place it in a weapon slot. You would lose this weapon slot then as you would not be able to place any other weapons there at all!

No, it should only be in dplayer2 or 3 (dunno which)
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#29 Potencius

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Posted 01 October 2004 - 09:23 AM

DPLAYER2 affects joinable NPC's. DPLAYER3 affects <CHARNAME>. Updating both is good. If you want to make a weapon only usable by one NPC, you can use something as simple as...

IF
!Name("DeathVariable",Myself)
HasItemEquiped("ITEM",Myself)
THEN
RESPONSE #100
DropItem("ITEM",[0.0])
PickUpItem("ITEM")
END

That will just unequip the item. If you have any nasty effects you want to apply for trying to equip the weapon, just stick 'em in the action list there.
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#30 Stone Wolf

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Posted 01 October 2004 - 10:56 AM

Doesn't turning AI off disable the DPlayer scripts?

#31 igi

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Posted 01 October 2004 - 11:05 AM

Yes.
Unless you mod DLTC :D

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