Using protos bonuses in scripts

Discussion in 'Scripting' started by darmagon, Oct 5, 2005.

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  1. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Can I suggest you see if it works by swapping the files out manually on an active game, and if you can get it working, I'll gladly have a go at the scripted version :)
     
  2. Zoltec

    Zoltec Pгōdigium

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    [active game]: Okay, when I overwrite the ;not drunk animation(.SKA) on ;drunk animation(.SKA), then alt-tab again to see changes, it doesn't show! I need to go to the inn first, then go back to him outside to see the changes. Same with load game logic, and door transitions. If you want to see the changes there must be an event transition i.e. like door transitions. :(
     
  3. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Well even that is a step forward, good :clap: After all, shouting "sober up!" at someone never did actually have an instantaneous effect.
     
  4. Zoltec

    Zoltec Pгōdigium

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    Hehehe! I don't dare Elmo to do that anyway, knowing that he's a scret aegent! :p
     
  5. Ossie

    Ossie Member

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    Resurrecting a veeeeeeeery old thread here, but it seems there was no direct console way to edit character base Skill values directly? Ie looks like you can jerry-rig a circumstance bonus, but not edit the base Skill values?
     
  6. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ummm, yes, you should be able to?

    Try

    game.party[x].skill_level_set(skill_disguise) = #

    Circumstance boni are certainly the way I script things, but since they tend to linger, they are definitely sub-optimal.
     
  7. Sitra Achara

    Sitra Achara Senior Member

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    That's the thing, there is no skill_level_set.
     
  8. Shiningted

    Shiningted I changed this damn title, finally! Administrator

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    Ahhh... my mistake!
     
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