kevL - besides being rather a nomad at times - is the most productive script improver/creator around the NWN2 forums -
- so of course it works fine.
he wrote a behaviour script for my TOH mod the "Juggernaut" behaviour - so much simpler than what i wrote and it worked better -
- a little tweaking and that friggin' stone elephant was smashin goodguys left and right
+100 kevL !
Clear Inventory
Débuté par
andysks
, oct. 14 2013 06:36
#26
Posté 19 octobre 2013 - 01:28
#27
Posté 19 octobre 2013 - 02:02
i hope I don't have to wear a tie.
#28
Posté 19 octobre 2013 - 02:30
A bow tie more like it
.
#29
Posté 19 octobre 2013 - 03:19
trivia:
i Did some more testing (on that script) and found out some things. Plot and Cursed flags get copied automatically; could be because the CopyVars param TRUE. The sSource & sSource_def, and sTarget & sTarget_def, values are functionally identical (read, redudant; this is so in the GetTarget() function itself). And there's a graphic glitch when transfering arrows (prob. other missiles also). It sorta goes like this: If a character inventory has been opened (maybe not only the Source's inventory), then the icon for the missiles will still incorrectly appear there but the actual item(s) have been transfered anyway.
I tried some changes to 'ga_kl_transferitems' but since its effect IG is identical, will let it go
oh, and Plot items can be DestroyObject'd w/out removing the Plot flag.
i Did some more testing (on that script) and found out some things. Plot and Cursed flags get copied automatically; could be because the CopyVars param TRUE. The sSource & sSource_def, and sTarget & sTarget_def, values are functionally identical (read, redudant; this is so in the GetTarget() function itself). And there's a graphic glitch when transfering arrows (prob. other missiles also). It sorta goes like this: If a character inventory has been opened (maybe not only the Source's inventory), then the icon for the missiles will still incorrectly appear there but the actual item(s) have been transfered anyway.
I tried some changes to 'ga_kl_transferitems' but since its effect IG is identical, will let it go
oh, and Plot items can be DestroyObject'd w/out removing the Plot flag.
Modifié par kevL, 19 octobre 2013 - 03:22 .
#30
Posté 19 octobre 2013 - 06:01
Yeah it could be glitchy but under circumstances. I guess bad luck if it happens.
When you say if the character inventory has been opened, do you mean at the moment the script fires? Or generally if it has been opened at one point during the module?
Because if it's the second and I want to use it with a companion, removing him from the party and giving the items to the player, the glitch will happen 100% since the companion's inventory has been opened at one point for sure.
But nontheless, I'm happy that it works no matter what.
When you say if the character inventory has been opened, do you mean at the moment the script fires? Or generally if it has been opened at one point during the module?
Because if it's the second and I want to use it with a companion, removing him from the party and giving the items to the player, the glitch will happen 100% since the companion's inventory has been opened at one point for sure.
But nontheless, I'm happy that it works no matter what.
Modifié par andysks, 19 octobre 2013 - 06:02 .
#31
Posté 19 octobre 2013 - 06:27
it's a weird glitch, I wasn't playtesting just testing -- so load/close, load/close
I quickly noticed the arrows icon was there (but not the arrows). Then on another test i noticed they weren't there. Never bothered to nail down exactly what it is, but noticed that if i ran the script without opening any inventory the icon was properly gone.
So, count on it showing up in regular gameplay. I tried some things attempting to make it disappear, like splitting the stack, reducing the stack to 1... but the big problem with working around is that ActionEquip & ActionUnequip are just that: actions that go in the action queue, and so would likely take a round, or an IG delay of some sort; hence would require more extensive testing to ensure they work with an otherwise instant event.
i haven't given up on it yet,
I quickly noticed the arrows icon was there (but not the arrows). Then on another test i noticed they weren't there. Never bothered to nail down exactly what it is, but noticed that if i ran the script without opening any inventory the icon was properly gone.
So, count on it showing up in regular gameplay. I tried some things attempting to make it disappear, like splitting the stack, reducing the stack to 1... but the big problem with working around is that ActionEquip & ActionUnequip are just that: actions that go in the action queue, and so would likely take a round, or an IG delay of some sort; hence would require more extensive testing to ensure they work with an otherwise instant event.
i haven't given up on it yet,
Modifié par kevL, 19 octobre 2013 - 06:31 .
#32
Posté 19 octobre 2013 - 06:33
if the companion is removed from the party and despawned, his/her inventory may correct itself; it he/she is not despawned, a behind the scenes ActionEquip(arrow) / ActionUnequip(arrow) might fix it
/ that sort of thing
/ that sort of thing
Modifié par kevL, 19 octobre 2013 - 06:34 .





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