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Boots of speed. Applying spell affects on items.


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#1
mutantspicy

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I'd like to create a custom set of boots.  I've already had success, making custom models, textures, etc and getting to load into the players inventory.  However, I would like to take it further.  In the properties menu in the toolset one of the effects you can add is spell shield.  But none of the other sustainable spells are there.

There are two sustainable spells I'm interested in adding, one being haste, the other is a custom spell from the Haze line, called gleaming.  Gleaming provides some protection, but most importantly doubles movement speed. 

Now I may not need to add the gleaming spell to the boots, I may be able to just adjust something in a 2da or something to cause it to double the character movement.  But I dunno.

I have no idea how to even go about this at all.  Has anybody, added any sustainable spell effects to an armor set that you know about, other than spell shield. Or if you just simply know of a way to double movement speed. If anybody knows of another mod that does this or if you ran into something in the wiki that may lead me down the right path.  Could you please point me to it?


Thanks in advance

Modifié par mutantspicy, 02 avril 2010 - 04:29 .


#2
mutantspicy

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bump! Anybody?

#3
mutantspicy

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Well I created a gda from the apr_base.xls file and called apr_base_btsspd.gda That doubles the float values in the movement columns, and simply placed in my addins\\core\\data for the item. Well it works in that it doubles movement speed, but the problem it works all the time, even when you take the boots off. So now I need to find a way to limit this GDA to the boots only. Any ideas? Can this be done thru scripting, or is there a way to create a new item property that points to this movement speed gda?

#4
catspajamas19

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How did you go about getting the custom model into the game? What modeling software? I am using Maya but can't get the model in the game. Weapons are easy but armor is being difficult? I have 3ds max but am not comfortable with it

#5
mutantspicy

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Blender, Using blender tools from newbypower, which imports and replaces msh chunks. Then Blender has a tool that let you weight paint copy the vertexes from an existing in game model that works, to get the animation. After your done with that you have to open all the msh, mmh, phy's, etc in the toolset and rename them, and change all the internal links between the files to your own naming convention. Then you have create an item variation gda, so the toolset can see your new model.

#6
mutantspicy

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Well I realize now modifying the aprbase is a bad way to go about it, as it is more of a global affect, and I only want this to work on my one item. I'm now finding that If I create a itemprp.gda I can put a variety of spell effects on the armor just by calling the effect id in the effects column, however, in the effect.xls there is no effect_type_haste. There is an effectmovementspeed, which would be perfect. Except when I call it. My armor when applied stops the character in his tracks, So I know the callout works. I just don't know how adjust it so it will double the movement speed. or for that matter get the character to move at all. I can put pretty much anyother effect that is in the effects.xls on it and it will work. Does anybody know anything about the effects.xls and what the columns mean, The wiki page is not up for that gda. So I'm not finding anything there.

Modifié par mutantspicy, 03 avril 2010 - 12:55 .