Can u make a Spell that removes the new faction people to be removed from the party? Because the team people I used Ran away and now I can't re-set them and it Locks you out of the game if you use Long Rest.
Hey there! If I understand correctly, you want your code to run when a spell is cast? Then you can create a listener and then run your code there. it would look something like this:
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Ext.Osiris.RegisterListener("UsingSpellOnTarget", 6, "after", function(caster, target, spell, spellType, spellElement, storyActionID) if spell == 'Your_Spell' then Ext.Utils.Print(spell .. " has been cast!") end end)This would print a message in the console whenever 'Your_Spell' is being cast on someone.
To see what other events there are you can go here.
So I got it to work exactly one time, but every time after that it doesn't work at all, and yes I made sure to toggle the spells back off. Now after I assign one faction, combat starts as soon as I assign someone to the other faction. The "Fight" spell seems to have no effect, and the AI also doesn't work. Plus other party members and random others will join combat turn order. Am I doing something wrong? Maybe its just conflicting with another mod idk. Super disappointed because it seems so fun, and the first time worked perfectly! But it never worked again even immediatly after that.
It sounds like their faction relations is not being reset properly. Can you try version 1.0.3 to see if it works better? I've added a 'Reset Character' spell, please use it on all affected characters before trying again. I've done a few test fights one after the other and it seems to be working without any issues.
One change to keep in mind is that all participants will now have their statuses cleansed once the fight is over, so you'll need to reassign their teams afterwards.
Sure, pick a team for yourself, put the hirelings in the opposing team, cast 'Mark AI' on them so that the computer controls them and then cast 'Fight!'.
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Ext.Osiris.RegisterListener("UsingSpellOnTarget", 6, "after", function(caster, target, spell, spellType, spellElement, storyActionID)
This would print a message in the console whenever 'Your_Spell' is being cast on someone.if spell == 'Your_Spell' then
Ext.Utils.Print(spell .. " has been cast!")
end
end)
To see what other events there are you can go here.
One change to keep in mind is that all participants will now have their statuses cleansed once the fight is over, so you'll need to reassign their teams afterwards.