This action changes the specific status of the target creature to the specified value. Values are from [specific.ids]({{ ids }}/specific.htm). The action produces inconsistent results when used on player characters in multiplayer games. The specific value is represented by one byte, and so is limited to values 0-255. The example script assigns a script to a newly created simulacrum.
IF
See([ALLY])
!InParty(LastSeenBy(Myself))
!Gender(LastSeenBy(Myself),SUMMONED)
!General(LastSeenBy(Myself),ANIMAL)
!General(LastSeenBy(Myself),MONSTER)
!General(LastSeenBy(Myself),UNDEAD)
!General(LastSeenBy (Myself),GIANTHUMANOID)
!Race(LastSeenBy(Myself),ELEMENTAL)
!Race(LastSeenBy(Myself),MEPHIT)
!Race(LastSeenBy(Myself),IMP)
!HasItem("IMOENHP1&q uot;,LastSeenBy(Myself))
!HasItem("MINHP1",LastSeenBy(Myself))
!Specifics(LastSeenBy(Myself),100)
THEN
RESPONSE #100
DisplayStringHead(LastSeenBy(Myself),26234) // 'Simulacrum'
ActionOverride(LastSeenBy(Myself), ChangeAIScript("gbSim",DEFAULT))
ChangeSpecifics(LastSeenBy(Myself),100)
END
BG2 barrel re-exports.
Generated by ts-update. Do not edit manually.
Uses named re-exports (not export *) so esbuild can statically resolve each binding without falling back to runtime __reExport helpers for externalized .d.ts modules.