Author Topic: party members - out of control!?  (Read 1487 times)

Legacy_HipMaestro

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party members - out of control!?
« Reply #45 on: October 07, 2011, 02:05:31 am »


               

Wids wrote...
I do that with Negative Energy Burst.  It doesn't hurt my undead, it heals my undead and it saps the Strength of those towering muscleheads.  What's not to love?

OT but very curious about something... what do negative energy traps do to undead on your server?
               
               

               
            

Legacy_Calgacus

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party members - out of control!?
« Reply #46 on: October 07, 2011, 04:40:37 am »


               I just posted a targetter wand in my utilities project (see link in my sig), you use it to tell a given henchman who you want them to attack.  Its only good for basic attacks, no spells or fancy stuff.  I would appreciate any comments to help improve it and any play testing you can find time to do with it.
It's a very basic thing so far but might be useful for ordering meat shields about.
               
               

               


                     Modifié par Calgacus, 08 octobre 2011 - 04:56 .
                     
                  


            

Legacy_WebShaman

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party members - out of control!?
« Reply #47 on: October 07, 2011, 03:24:42 pm »


               ^ Does it work for multiple henchies?
               
               

               
            

Legacy_Calgacus

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party members - out of control!?
« Reply #48 on: October 08, 2011, 02:45:09 am »


               I don't see why it wouldn't but i haven't tried it yet.  Please try it out and let me know what you think - how can it be improved, problems, etc?

PS:  just tried it in a mod with 2 henchmen in my partty, it worked.
               
               

               


                     Modifié par Calgacus, 08 octobre 2011 - 04:55 .
                     
                  


            

Legacy_BCH

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« Reply #49 on: October 08, 2011, 08:38:13 pm »


               When I build my own "sic 'em" wands, I put local variables on them so that the same scripts could be used to command henchmen, summoned creatures, dominated creatures, animal companions, and/or familiars.  Then I made standard versions for "everyone but henchmen" and "just henchmen."

I haven't looked at your wands yet, but I figured I'd offer that as a suggestion.

I can post my own work if you prefer to look at my scripts.

(Still, as ShaDoOoW pointed out, using an item takes a full round, and I haven't yet figured out a chat-based method for picking a target.)
               
               

               
            

Legacy_Calgacus

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party members - out of control!?
« Reply #50 on: October 08, 2011, 11:16:30 pm »


               Yes the wands take some time to use, was wondering about a chat system too but that would require more than just an item dropped in to an override folder - since mine are player utilities I'm kinda limited that way since more elaborate things like opening the toolset and adding scripts etc would be a bit beyond what some players are willing to try.
Yes please, i'd love to see your scripts.

PS: oh wait, this them?  http://social.biowar...2/index/4851554
               
               

               


                     Modifié par Calgacus, 09 octobre 2011 - 01:36 .
                     
                  


            

Legacy_BCH

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« Reply #51 on: October 09, 2011, 09:19:09 am »


               Yup, that's them.  (I posted a link to that thread earlier in this thread, then completely forgot about it.  Oof.)  I don't think I've significantly changed the scripts since I posted them there.

Good point on the override thing, I hadn't considered that.  I'm primarily looking at this from the perspective of a Virtual Paper and Pencil DM, so I forgot there are other points of view.

You've already thought of something I hadn't: letting the item user click on the ground to have the associate go there and Stand Ground.  That's definitely something I think my players would find useful.
               
               

               
            

Legacy_WebShaman

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« Reply #52 on: October 13, 2011, 12:37:26 pm »


               You should be able to use the new Player Instant feat functions that Bioware added in the last patch to do this, right?
               
               

               
            

Legacy_BCH

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« Reply #53 on: October 14, 2011, 07:51:07 am »


               

WebShaman wrote...

You should be able to use the new Player Instant feat functions that Bioware added in the last patch to do this, right?


Is there a way to "activate targeting mode" using those feats?  The equivalent of Cast Spell: Activate Item (Long Range)?

If so, then it sounds eminently doable.
               
               

               
            

Legacy_WebShaman

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« Reply #54 on: October 14, 2011, 01:28:43 pm »


               Should be, as they can be scripted just like items can.  I am not, however, an expert programmer.
               
               

               
            

Legacy_WhiZard

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« Reply #55 on: October 15, 2011, 12:56:50 am »


               

BCH wrote...

WebShaman wrote...

You should be able to use the new Player Instant feat functions that Bioware added in the last patch to do this, right?


Is there a way to "activate targeting mode" using those feats?  The equivalent of Cast Spell: Activate Item (Long Range)?

If so, then it sounds eminently doable.


They are in spells.2da already.  The scripts used are "x3_pl_tool" + a number from "01" to "10".  The dm tool scripts use "x3_dm_tool"  + a number from "01" to "10".

EDIT: to clarify, spells.2da lists each one as:
spell school: evocation
range: long range
components: none required
targetable objects: all
innate level: 1
delay time: instantaneous (or 0)
user type: 2 (generally for monster abilities)
projectile: none
hostility: non-hostile
concentration check: no
category: 10
               
               

               


                     Modifié par WhiZard, 15 octobre 2011 - 02:26 .
                     
                  


            

Legacy_BCH

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« Reply #56 on: October 18, 2011, 09:28:00 am »


               Does having their spells.2da line set to "long range" automatically cause the use of the feat to provide a targeting cursor in the interface?

Or do I need to flip some other switch to make these feats work like Knockdown, which gets a targeting cursor, rather than, say, Expertise?

(Sorry for the question; I'd just try this myself, but I'm currently trying to rebuild two of my machines, and the one I'm posting from does not have NWN installed on it.)