hi, Im trying to deactivate Combat Expertise
I used this lines in the script
if(GetActionMode(oTarget, ACTION_MODE_COMBAT_EXPERTISE) == TRUE)
{
SetActionMode(oTarget, ACTION_MODE_COMBAT_EXPERTISE, FALSE);
FloatingTextStringOnCreature( "Has Combat Expertise active", oTarget);
}
I know it enter in the if condition because the floating string appears, but the action mode doesnt deactivate.
I tried using TRUE in the last parameter of SetActionMode, but its the same
SetActiveMode doesnt appear to be working
Débuté par
mogromon
, août 13 2011 05:18
#1
Posté 13 août 2011 - 05:18
#2
Posté 13 août 2011 - 05:44
That's strange. I have used this function with stealth mode and it worked fine. What I did was create a feat to allow scripted conditions for Hide in Plain Sight; when you clicked the feat (on a cooldown) it granted HiPS as a bonus feat, placed the character in Stealth Mode, then removed the HiPS feat. I may have placed it as a bonus feat on the equipped armor for convenience.
At any rate, I know SetActiveMode worked there. Perhaps play around with different modes, and see whether it allows some but not others?
At any rate, I know SetActiveMode worked there. Perhaps play around with different modes, and see whether it allows some but not others?
#3
Posté 16 août 2011 - 12:01
yeap, you're right, it works for stealth but not for combat expertise.
#4
Posté 16 août 2011 - 05:37
Unfortunately, modes are just poorly documented. They are theoretically controlled by combatmodes.2da, which maps the modes column from feat.2da. However, combatmodes.2da is malformed, with part of it comprised of proper rows and columns and some weird notes stuck into the end in plain text. This leaves any actual implementation of modes buried somewhere out of reach within the engine.
I suspect that the (out-of-combat) modes that can be combined with other modes and those that can't are treated somehow differently in the engine. Stealth, Search, and Track, for example, can be combined with any other modes but can't be used in combat, while modes like Power Attack, Combat Expertise, and Defensive Casting are essentially about how you're fighting in any given round.
I believe that The Fred is doing some work with modes for his Dragon Dynasty project, including some GUI work. I suspect that the ultimate resolution to these issues will be this kind of GUI work combined with entirely re-scripting the feats by someone like Kaedrin. One of the challenges may end up being that the bonus/penalty combinations of the combat modes are easily enough applied, but the detection/stealth-type modes couldn't be re-scripted. Those may have to keep the original modes intact.
I suspect that the (out-of-combat) modes that can be combined with other modes and those that can't are treated somehow differently in the engine. Stealth, Search, and Track, for example, can be combined with any other modes but can't be used in combat, while modes like Power Attack, Combat Expertise, and Defensive Casting are essentially about how you're fighting in any given round.
I believe that The Fred is doing some work with modes for his Dragon Dynasty project, including some GUI work. I suspect that the ultimate resolution to these issues will be this kind of GUI work combined with entirely re-scripting the feats by someone like Kaedrin. One of the challenges may end up being that the bonus/penalty combinations of the combat modes are easily enough applied, but the detection/stealth-type modes couldn't be re-scripted. Those may have to keep the original modes intact.
#5
Posté 16 août 2011 - 09:18
I've used it for, say, Power Attack. You do get the normal delay until the end of the round which happens when you click the button normally. As MasterChanger says, some modes are mutually exclusive, and I fancy that the combat modes are all the ones which show this delay. They were getting turned on and off, though.
Unfortunately, modes are pretty much hard-coded, so I've been replacing them (well, just Flurry so far) with effects toggled via feats. I haven't done anything with mutually exclusive modes though, mainly because I don't need to, but I imagine that if you replaced one you'd have to replace them all so that you could switch them off instantly when you switch one on (or use some sort of end-of-round event).
Unfortunately, modes are pretty much hard-coded, so I've been replacing them (well, just Flurry so far) with effects toggled via feats. I haven't done anything with mutually exclusive modes though, mainly because I don't need to, but I imagine that if you replaced one you'd have to replace them all so that you could switch them off instantly when you switch one on (or use some sort of end-of-round event).
#6
Posté 17 août 2011 - 02:38
well i wasn't trying to change the mode per se. When you are using rage or frenzy you cant use combat expertise so i was trying to check if it was active and deactivate it. Since it isnt possible i apply EffectCutsceneParalyzed for a couple of seconds each round the script finds out combat expertise is still active in a effort to force the player to cancel this active mode.





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