Angarahad_dup1 Posted May 28, 2005 Share Posted May 28, 2005 I've made a series of special items that when used run a scenario script state that checks for hostiles within a certain distance and damages them in a certain way. These work fine except that it is possible to use more than one during a combat round. when the second one is used it acts as if characters killed by the first item are still in their places. Can anyone tell me if there's a way of either A. getting the script to check if a character is alive or not before trying to attack it (i tried char_status and char_ok but it came up with an inappropriate command error) or B. ending the round after the item has been used thanks Link to comment Share on other sites More sharing options...
Kelandon Posted May 28, 2005 Share Posted May 28, 2005 A. The call char_ok checks this. B. The call deduct_ap should be able to accomplish this (although make sure you're using the latest version of BoA). If I've somehow misunderstood you and you intend to end a monster's combat turn, not the PC's, use end_combat_turn. Link to comment Share on other sites More sharing options...
Angarahad_dup1 Posted May 28, 2005 Author Share Posted May 28, 2005 according to the docs deduct_ap only works in a creature script. i'm looking for something to go in the scenario script state that operates the item. i tried char_ok but the game came up with Inappropriate Command Link to comment Share on other sites More sharing options...
Kelandon Posted May 28, 2005 Share Posted May 28, 2005 Quote: Originally written by Angarahad:according to the docs deduct_ap only works in a creature script. This has been changed for the most recent version of BoA. Try it; it ought to work. Quote: Originally written by Angarahad:i tried char_ok but the game came up with Inappropriate Command The call char_ok was not the problem, then. You must've typed something else wrong. Link to comment Share on other sites More sharing options...
Angarahad_dup1 Posted May 28, 2005 Author Share Posted May 28, 2005 yeah, deduct_ap does work in the scenario script. problem solved. thanks Link to comment Share on other sites More sharing options...
Recommended Posts