Author Topic: Sim's Complete Scripting Guide: rescued!  (Read 16232 times)

Offline jcompton

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« Last Edit: August 06, 2004, 07:44:33 PM by jcompton »
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Jayson126

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« Reply #1 on: July 29, 2004, 06:43:30 PM »
Yahoo!! You Da Man!! :)

Offline jester

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #2 on: August 07, 2004, 06:49:09 PM »
Why would they have to be rescued or did I miss something?
People should not be afraid of their governments. Governments should be afraid of their people.

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Offline Kismet

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #3 on: August 07, 2004, 06:50:50 PM »
They were hosted on Team BG, which is still non-functioning.
Cailean - An archer NPC for the insatiably nosy!  Guaranteed more fun than shampooing cats!

Offline jester

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #4 on: August 07, 2004, 07:05:57 PM »
Gone for good rather, but I forgot. Thankies! To quote WCB. :D
People should not be afraid of their governments. Governments should be afraid of their people.

Why spend all your day surfing for porn?




Balance in all things
I haven't had this much fun since... the last time.

Offline Galactygon

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #5 on: September 11, 2004, 04:20:20 PM »
Might I add to the tutorial by asking: how to make the game show which script blocks are executed (for testing purposes)? I remember a few modders using that, although it's listed neither here now in the IESDP.

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Offline SimDing0

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #6 on: September 11, 2004, 04:34:11 PM »
Using a load of DisplayStrings is the only way I know of doing it. That's what Japh did for Tutu debugging.

Offline Galactygon

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #7 on: September 12, 2004, 09:26:57 AM »
That is what I was afraid of. Having to edit hordes of script blocks plus memorizig strings is not  the ideal way.

Hey... we can't have everything. :pirate

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Offline jcompton

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #8 on: September 12, 2004, 11:03:18 AM »
"Memorizing," nothing. You can have it display whatever string you want, be it

Running Block #15

or

Running That Bit Where The Guy Should Attack Now.
Cespenar says, "Kelsey and friends be at the Pocket Plane? Ohhh yesssss!" http://www.pocketplane.net

Offline Galactygon

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #9 on: September 13, 2004, 05:46:20 PM »
*goes on a 'CreateVisualEffectObject()' rampage* :pirate

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Offline Mike1072

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Re: Sim's Complete Scripting Guide: rescued!
« Reply #10 on: May 05, 2010, 05:42:23 AM »
Necroing to report some broken links in the guide:

teambg.com/?page=tools/aidialogue (Infinity Script Editor)
I think this is now hosted here, though teambg.eu is unavailable as I post this.

dragonlancetc.com/forums/index.php?board=5;action=display;threadid=19 (DLTCEP)
Nowadays the modlist links DLTCEP to its G3 forum.

teambg.net/forum/?board=20;action=display;threadid=5998
This should be a thread describing the bias in choosing the first RESPONSE given multiple RESPONSEs in a script block.  I assume these posts are lost forever.

home.earthlink.net/~cirerrek/ (first, Detectable Spells)
AFAIK, the most up-to-date version of Detectable Spells is included in SCS II and Rogue Rebalancing.  The easiest way to install it individually is probably by using the component in SCS II.

home.earthlink.net/~cirerrek/ (second, Scriptable Spells)
These are now hosted here, but it might be helpful to point out that these are corrected by the BG2 Fixpack as well.

There are also two images referenced as "images\flow1.jpg" and "images\flow2.jpg".  The backslashes should be replaced with forward slashes to allow the images to be displayed on Firefox.

 

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