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Questions on random stuff


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#1
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1. I made a mage companion. I want just that one companion to have a new spell set (not a specialization spell set) that I created (mainly from old spells), but I also don't want him to have the old mage skills. I've added the new spells to abi_base, created a new class, and a new AL package. The spells show up in his spells list, his class shows up in the toolset, etc., but all mages in the game are getting both sets of spells. Does anyone know how to change this?

2. I want to give my mage companion the ability to summon different creatures than the ones in the ranger ability set. Can anyone give me a quick tutorial? I'm guessing I will need to make scripts similar to talent_pet and ability_summon_h and point abi_base to the new talent_pet, but where do I go from there?

3. This is an odd problem that is seemingly magical in nature. I remove one member from the active party (by setting follower state as available/unavailable and setting the creature as inactive) and replace her with a new hire. I then send the party into the fade. While in the fade, a non-hero companion becomes a party of one for a battle. After the battle is over, the hero and the new hire are returned to the party and all teleported to the exit. However, the party member who never entered the fade SOMETIMES is added to the party after the party has been transported. Sometimes it's immediate, sometimes there's a short delay, and sometimes she's not added at all. She shouldn't be returning to the party until after the party exits the fade. There is nothing in the scripting that adds her back to the party until after they party has left the fade. Does anyone have any ideas on why this might be happening?

#2
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1. Really weird. It almost sounds like you have a conflict in your class that's causing it to overlap with the regular mage class. Check your IDs in your 2DA files and so on. When dealing with something as complex as making a new class there is a good chance you missed something.

2. I think you can modify the scripts for summoning existing pets. I believe they use more or less stock creatures which are then scaled to player level. I don't think any special 2DA is required other than for defining the new spell properties and effects etc. Animated Dead is more complicated since it depends on the class and weaponry of the creature you're creating it from.

3. I think the game uses a function along the lines of PartyStore and PartyRestore for that. I had issues with it once too. I think you have to write your own function. My guess is that the original one is keyed to deal with the campaign's own specific followers rather than all possible followers, but it's been a while.