Start Button/Control Panel/Appearance and .../Folder Options
Modifié par I_Raps, 11 octobre 2013 - 01:33 .
Modifié par I_Raps, 11 octobre 2013 - 01:33 .
Tchos wrote...
When it comes to scripts, you shouldn't need to restart the game. Just put the script in your override folder, and when the game goes to fire the script, it'll use that one.
Modifié par I_Raps, 11 octobre 2013 - 02:01 .
Modifié par Winter90, 11 octobre 2013 - 02:30 .
Winter90 wrote...
If I try to load the save where I remove the z. file I get a message saying the save might be corrupt or something.
Winter90 wrote...
I cant get it to work. Perhaps Im doing something wrong. How is the script supposed to look now? What do you mean by supplying a feedback line?
I_Raps wrote...
Winter90 wrote...
If I try to load the save where I remove the z. file I get a message saying the save might be corrupt or something.
I was afraid that was going to work.Winter90 wrote...
I cant get it to work. Perhaps Im doing something wrong. How is the script supposed to look now? What do you mean by supplying a feedback line?
The feedback line - either mine or Tchos' above - will provide a text message that will tell you the revised script ran.
...
Alright, pouring through my archives, I've found an old save called 200000 - orcs . I'm going in.

manageri wrote...
How about using the heartbeat script? That would have the upside of not requiring an older save.
Modifié par I_Raps, 11 octobre 2013 - 07:56 .
Modifié par Winter90, 11 octobre 2013 - 02:45 .
Modifié par Winter90, 11 octobre 2013 - 02:48 .
#include "ginc_item" // IdentifyInventory, IdentifyEquippedItems
case 10:
{
FeatAdd(oLogram, 45, FALSE); // weapon prof. martial
FeatAdd(oLogram, 4, FALSE); // armor prof. medium
FeatAdd(oLogram, 1105, FALSE); // monkeygrip, for fun.
IdentifyInventory(oLogram);
IdentifyEquippedItems(oLogram);
object oWarHammer = GetItemPossessedBy(oLogram, "NW_WDBMMA004");
object oChainmail = GetItemPossessedBy(oLogram, "NW_MAARCL066");
object oHelm = GetItemPossessedBy(oLogram, "NW_ARMHE006");
AssignCommand(oLogram, ActionEquipItem(oWarHammer, INVENTORY_SLOT_RIGHTHAND));
AssignCommand(oLogram, ActionEquipItem(oChainmail, INVENTORY_SLOT_CHEST));
AssignCommand(oLogram, ActionEquipItem(oHelm, INVENTORY_SLOT_HEAD));
// Spawn Yaisog if we need him
if (GetGlobalInt("13_UrgatEnd") == 1)
{
location lYaisog = GetLocation(GetWaypointByTag("13_wp_yaisog_sp"));
oYaisog = CreateObject(OBJECT_TYPE_CREATURE, "yaisog", lYaisog, FALSE, sYaisogTag);
IdentifyInventory(oYaisog);
IdentifyEquippedItems(oYaisog);
object oGreatAxe = GetItemPossessedBy(oYaisog, "NW_WAXMGR008");
object oChainmail2 = GetItemPossessedBy(oYaisog, "NW_MAARCL035");
object oBelt = GetItemPossessedBy(oYaisog, "nw_it_mbelt009");
AssignCommand(oYaisog, ActionEquipItem(oGreatAxe, INVENTORY_SLOT_RIGHTHAND));
AssignCommand(oYaisog, ActionEquipItem(oChainmail2, INVENTORY_SLOT_CHEST));
AssignCommand(oYaisog, ActionEquipItem(oBelt, INVENTORY_SLOT_BELT));
}
// Also jump Casavir into position.
AssignCommand(oCas, ClearAllActions(TRUE));
AssignCommand(oCas, ActionJumpToLocation(lCas));
}Modifié par kevL, 11 octobre 2013 - 04:36 .
FeatAdd(oLogram, 45, FALSE); // weapon prof. martial FeatAdd(oLogram, 4, FALSE); // armor prof. medium FeatAdd(oLogram, 1105, FALSE); // monkeygrip, for fun. IdentifyInventory(oLogram); IdentifyEquippedItems(oLogram); object oWarHammer = GetItemPossessedBy(oLogram, "NW_WDBMMA004"); object oChainmail = GetItemPossessedBy(oLogram, "NW_MAARCL066"); object oHelm = GetItemPossessedBy(oLogram, "NW_ARMHE006"); AssignCommand(oLogram, ActionEquipItem(oWarHammer, INVENTORY_SLOT_RIGHTHAND)); AssignCommand(oLogram, ActionEquipItem(oChainmail, INVENTORY_SLOT_CHEST)); AssignCommand(oLogram, ActionEquipItem(oHelm, INVENTORY_SLOT_HEAD));
Modifié par I_Raps, 11 octobre 2013 - 05:54 .
Modifié par I_Raps, 11 octobre 2013 - 06:12 .
Modifié par Winter90, 11 octobre 2013 - 06:22 .