Larian Banner: Baldur's Gate Patch 9
Previous Thread
Next Thread
Print Thread
Page 2 of 2 1 2
Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
Originally Posted by Seelenernter
Well, dp, but...

Anyone with experience with the CharacterUseSkill command? Can't get this one to work properly, or at all...

Any other restrictions to use that command?


1. Did you add skill before using it?

CharacterAddSkill()
CharacterUseSkill ()

2. When you are trying to use skill, character need to have enough ability points and other stats to do that. That's why in DOS/DOSEE there is a bunch of Enemy_ skills that don't have any stat requirements

Joined: Jan 2015
member
Offline
member
Joined: Jan 2015
Thanks for your responses!

Seems the command is purely AI bound and can't be triggered by events alone. Ok...
But looks like my problem is also caused by how the CharacterAddSkill() command behaves. For most cases it only adds skills used by enemies. But also not all... and changing animation, schools, etc, just for testing, also did nothing.
So far idk what aspects are influencing this.

edit: yes I did
edit2: also reducing the AP cost to 0 did not change it

Last edited by Seelenernter; 23/06/16 04:02 PM.

Think for yourself! Or others will do it...
Joined: Sep 2015
A
addict
Offline
addict
A
Joined: Sep 2015
Quote
Seems the command is purely AI bound and can't be triggered by events alone.

Yes, it can't be used as an event action, only as reaction.

Why CharacterAddSkill does not assign most skills I don't know. Maybe it has the same requirements as using skill has; are you sure you regarded all requirements at testing?
You could try it with Osiris.

The problem you mentioned above (CharacterUseSkill after using a skill): it sounds as if you want to script a CharacterUseSkill command for a player character when he's on turn? As long as you control him (and that's the case in combat on turn) he doesn't perform any scripted reaction.
Maybe it's also necessary to use Osiris for your complex necromantic spell.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Jan 2015
member
Offline
member
Joined: Jan 2015
Originally Posted by Abraxas*

...sounds as if you want to script a CharacterUseSkill command for a player character when he's on turn? As long as you control him (and that's the case in combat on turn) he doesn't perform any scripted reaction.


You're right. And I found out about that AI stuff today too, when I accidentally removed the priority reset line of my skript and my character started endlessly casting whenever he was not highlighted/on turn.
This screws up that idea entirely.
Seems it's back to uncontrollable minions again unless I can find the part of the summoning script that makes the created creatures a part of the party. (if it's not hardcoded again)

Yeah, I'll have another look at the osiris doc. Maybe it brings up some ideas I oversaw so far.

Last edited by Seelenernter; 24/06/16 07:42 PM.

Think for yourself! Or others will do it...
Joined: Sep 2015
A
addict
Offline
addict
A
Joined: Sep 2015
Quote

Seems it's back to uncontrollable minions again unless I can find the part of the summoning script that makes the created creatures a part of the party. (if it's not hardcoded again)

I suppose it's hardcoded, too.

You can add the spawned creatures to your party via story script (maybe throw character events on them in the char script and catch them in Osiris) and remove them when combat ends. I hope that doesn't cause conflicts with party size or something else.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Jan 2015
member
Offline
member
Joined: Jan 2015
Didn't have much time these days so sorry for the late response.

Yes, that was what I thought of when I first went through the documentations. But so far I didn't want to mingle with the problem that arise from this, like the selection issue with more than 6 chars or the party size. But it's another way to test if it's the lesser of two evils.

The most time I had so far I tried to learn the quirks of the scripts, sorting out possible mistakes. But I'm getting more and more confused actually...

For example:

Code
EVENT SpawnStartArs
ON 
	OnCharacterStatus(__Me,WET)
ACTIONS
	CharacterAddSkill(Summon_UndeadArcherArs)
	SetPriority(SpawnStuffArs, 1100)


That works flawlessly, but the moment I change the status from wet to chilled, it stops working. Pretty much everything else works, even slowed or disabling effects like frozen or KD.

...or why this for example does not work at all:

Code
EVENT GiveStatusArs
ON 
	OnCharacterStatus(__Me,Wet)
ACTIONS
	AddStatusInfluence(__Me,SLOWED,20)


Which is actually the same thing used in the luculla sandstorm spider scripts. (except for an additional template check)
Sadly the other threads with similar themes didn't have a solution.

Last edited by Seelenernter; 29/06/16 02:36 PM.

Think for yourself! Or others will do it...
Joined: Sep 2015
A
addict
Offline
addict
A
Joined: Sep 2015
Quote
EVENT GiveStatusArs
ON
OnCharacterStatus(__Me,Wet)
ACTIONS
AddStatusInfluence(__Me,SLOWED,20)

Do you have WET or Wet in your script? It must be: OnCharacterStatus(__Me,WET) like you wrote above.

I'll try the CHILLED status later. Some things with status effects don't work: removing FROZEN or KNOCKED_DOWN via script, for example. Maybe it's a programming thing here, too.



My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Jan 2015
member
Offline
member
Joined: Jan 2015
It's WET in the script. (sry, wasn't copy/pasting it but wrote it, as I have a lot of negated test lines in the actual script [but removing all of these doesn't help either])

3rd edit: ouch... forget about the second issue... self-facepalm... victim of the np++ word wrap... (no idea why that was on)

4th edit: but the chilled problem remains, but well right now that's not a real issue in my case, just strange

Last edited by Seelenernter; 29/06/16 08:58 PM.

Think for yourself! Or others will do it...
Joined: Sep 2015
A
addict
Offline
addict
A
Joined: Sep 2015
Hmm, I checked the chilled status: it's working for me. And status influence on wet does work as well, I used your script lines.

Sometimes I have to close and restart the editor when I made changes to scripts (or added a script to a character), sometimes a story reload seems necessary. I don't know in what cases and for what reasons, but whenever I can't get something to work - although I consider the script correct - I try these two things.


My mods for DOS 1 EE: FasterAnimations - QuietDay - Samaritan
Joined: Sep 2014
journeyman
Offline
journeyman
Joined: Sep 2014
Status in this case is WET

If you are not sure how param is written correctly you can prefix it with type STATUS: (and hit crtl+space for autocomplete) . In this case:

OnCharacterStatus(__Me,STATUS:WET)

This is actual for some other params too, for instance

OnDamage(DAMAGE:Air,_,_,_)

Page 2 of 2 1 2

Link Copied to Clipboard
Powered by UBB.threads™ PHP Forum Software 7.7.5