summons auto-killed via area transition
#1
Posté 24 novembre 2009 - 11:58
* treat the summons as an NPC. like with custom familiars back in BG days you had to add the creature manually to 2da (and then scripts etc) so that the game would properly move it from area to area. i get the feeling this isn't how dao does it.
* make the summons instant with 0 cooldown. this seems the more likely option and in theory wouldn't be OP or game-breaking other than abuse as a meat shield. i conjecture summons were autokilled as they are for all the cutscenes that happen immediately upon entering certain areas.
#2
Posté 25 novembre 2009 - 12:24
#3
Posté 25 novembre 2009 - 09:33
If you override the EVENT_TYPE_ENTER and EVENT_TYPE_EXIT events like AND04 explains in this. you can bump your summon to the char_stage area (which persists between areas) when you exit and then bump it back down when you enter your new area.
Now I don't know if it will work and i plan to test this for the next stage of my luggage mod so he follows you around but i haven't had time to test both sections yet. I know the EXIT 1/2 works though.
I've uploaded the source code and .xls file for my current implementation here.
#4
Posté 26 novembre 2009 - 02:07
Quildra wrote...
if you didn't want to mess with the core items you could try out an idea I had.
If you override the EVENT_TYPE_ENTER and EVENT_TYPE_EXIT events like AND04 explains in this. you can bump your summon to the char_stage area (which persists between areas) when you exit and then bump it back down when you enter your new area.
Now I don't know if it will work and i plan to test this for the next stage of my luggage mod so he follows you around but i haven't had time to test both sections yet. I know the EXIT 1/2 works though.
I've uploaded the source code and .xls file for my current implementation here.
Isn't there a problem with this technique though?
Only one override will be used so if the player wants a mod that uses this summon trick and extra inventory space from the mysterious bag or summonable chest (I think they use the same technique) will find only one of the two functions actually works in game.
What we need is a M2DA similar to PRCSCR that works with EVENT_TYPE_EXIT. That'd allow the exit/enter trick to work for any number of mods concurrently.
#5
Posté 26 novembre 2009 - 02:20
#6
Posté 26 novembre 2009 - 02:29
sillyrobot wrote...
Wouldn't it be possible to store the summon type in a Local Variable and use a PRCSCR M2DA to auto-summon a duplicate during the transition? Would you care that it is a new creature?
that should work idd
and yeah 2 mods overriding the same event is a **** :/
Modifié par AND04, 26 novembre 2009 - 03:12 .
#7
Posté 24 décembre 2009 - 04:55
Craig Graff wrote...
You could just remove RemoveAllSummons from area_core.nss
Where do I find this to remove it? I'm playing a ranger rogue right now, and having the summons disappear when I leave an area is a pain the neck.
#8
Posté 24 décembre 2009 - 06:29





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