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Infinity Engine Scripting Discussion

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I PM'ed horredtheplague to get some answers to things I didn't quite understand while I've been working on my own AI scripts. He mentioned that he'd prefer to have a forum discussion about these sorts of things so other people could benefit. So I'm starting this thread and pasting his reply to a question I asked regarding the trigger condition called HasBounceEffects. This is what he mentioned about that query:


No, there aren't a lot of guides out there for IE scripting. But IEDSP has the best information, even if it's not 100% complete or accurate. From there is a good definition of what HasBounceEffects checks, even if it's a bit cryptic.

0x40B0 HasBounceEffects(O:Object*)
Returns true if any of the specified object is currently affected by any of the listed effects:

0xc5 Bounce Projectile
0xc6 Bounce Opcode
0xc7 Bounce Spell Level
0xc8
0xca Bounce Spell School
0xcb Bounce Secondary Type
0xcf Bounce Specified School
0xe3 Bounce School Decrement
0xe4 Bounce Secondary Type Decrement


Now, in order to see if a spell qualifies, you have to check its effects for one or more of the above. You can see it's a pretty broad range, and definitely not the most precise way to detect a certain spell's effects. Covers both spell turning and prot/missiles, e.g. It's most widely used as a blanket check for spell turning/trap/deflection (to see if your casting is wasted, or even worse).

That's why we invented the Detectable Stats (spells) system. If I was told right, the Neera add-on for BG2EE has it installed by default. But that is definitely the way to go, until Beamdog comes out with their planned ability to detect opcode values on anyone. As far as a description of DS, if it doesn't have one included I may have a crude copy I made from DSv1.0 (first public release) laying around on my hard drive at home.

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