Author Topic: Testing kits in script  (Read 1513 times)

Offline aigleborgne

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Testing kits in script
« on: January 11, 2006, 04:41:36 PM »
Hello,

I'm trying to test kits in scripts, but I have manually set the kits with that:
WRITE_SHORT 0x244 0 //unused in KITLIST.2DA designation
WRITE_BYTE 0x246 29 //change to <name of kit> number as per KITLIST.2DA row
WRITE_BYTE 0x247 0x40 //force kit to use KITLIST.2DA instead of KIT.IDS

29 for a transmuter, in my example
When I look into Near infinity, I have 29 - Transmuter
It seems to work fine (notice that on a normal cre, Transmuter is number 8192 if you set the kit with NI)

Then come the script:
OR(3)
   CheckStat(Myself,8192,KIT)
   CheckStat(Myself,29,KIT)
   Kit(Myself,MAGESCHOOL_TRANSMUTER)
Neither of these triggers work...
The first one work with a normal cre using transmuter kit.

I don't know how to do.

Offline Idobek

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Re: Testing kits in script
« Reply #1 on: January 12, 2006, 11:31:24 AM »
The kit.ids file included with the game is broken, you need to fix it before you can use the Kit() trigger in this way. I don't have the fixed kit.ids available right now but I'm sure someone will be around with it soon.
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Offline ronin

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Re: Testing kits in script
« Reply #2 on: January 12, 2006, 01:10:56 PM »
the kit.ids was posted over at SHS in the other thread that aigleborgne posted there.

ronin

Offline SimDing0™

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Re: Testing kits in script
« Reply #3 on: January 12, 2006, 01:24:54 PM »
The one posted there is still flawed. The G3 wiki should have the most up-to-date code.

Offline Lu

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Re: Testing kits in script
« Reply #4 on: January 13, 2006, 12:39:58 PM »
   Could anybody tell me where exactly at G3 I should look for fixed kit.ids? I once tried to fix it myself, in order to solve the same problem Aigleborgne is having, and failed (failed not to replace the original kit.ids, but to make triggers work)

Offline Grim Squeaker

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Offline Lu

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Re: Testing kits in script
« Reply #6 on: January 14, 2006, 07:00:01 AM »
  I've only had time to test the Kit() trigger with fixed kit.ids once (tried Kit(Myself,BERSERKER)), and it works, wow! Thankies, guys

Offline aigleborgne

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Re: Testing kits in script
« Reply #7 on: January 17, 2006, 12:35:38 PM »
Why archer and avenger are not in the kit list?

I have looked into kit.ids and kitlist.2da, but they aren't in any of them.
Even in the fixed kit's files...

I'm asking this question because I don't know how to assign these kits to my npc :)

Offline Idobek

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Re: Testing kits in script
« Reply #8 on: January 17, 2006, 01:30:01 PM »
In kit.ids Archer = FERALAN and Avenger = BEASTFRIEND.
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Offline aigleborgne

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Re: Testing kits in script
« Reply #9 on: January 17, 2006, 03:13:56 PM »
hehe, thanks a lot :) they were hidden

In kit.ids Archer = FERALAN and Avenger = BEASTFRIEND.


 

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