Aller au contenu

Photo

Runes in bows?


  • Veuillez vous connecter pour répondre
13 réponses à ce sujet

#1
Jwd

Jwd
  • Members
  • 89 messages
hi i was wondering how i can enable enchantments in bows? i looked through some files but came up empty.  the runes are enabled in the .uti files. maybe its in some script file i looked in effect_enchantment_h but only temporary enchantment are defined there.

some insight would be appreciated thanks.

#2
Sunjammer

Sunjammer
  • Members
  • 926 messages
This is an extract from an article I am working on in the wiki:

3. Runes

Runes are a special type of item that can be installed, and subsequently uninstalled, from another item thereby granting additional benefits to that item. There are currently two types of rune defined in BITM_base.2da (contained in BITM_base.xls): one for weapons (including a mage's staff) and one for armour (including a shields).

Currently runes can only be installed in a weapon or armour however as this appears to be controlled through the RuneSlots column in BITM_base.2da it may be possible to simply create new types of runes that could be applied to other item types. The value entered into the RuneSlots column is based on the inventory slots constants and calculated in exactly the same way as discussed in the Item Sets section (above).

The number of runes that can be installed on an item is determined by the quality of the material used to construct it and range from 0 to 3 runes accordingly. The number of runes is for a material is defined in materialrules.2da (above).

Item's using the default Variables 2da file (var_item.2da) have a ITEM_RUNE_ENABLED local variable (default 0), which presumably allows an item to be excluded from the runes system regardless of its base material. The switch is randomly set in the ScaleStoreItems function in core_h.nss but no other references to it have been found in the Toolset Beta resources.

From the description of the GetItemProperites and GetItemPropertyPower functions it appears a rune's Item Properties (and possibly OnHit Effect) are included with those of the item they are installed in. The rune items are known as sub items and can accessed using the GetItemSubItems function.

There is a special Upgrade GUI which presumably allows the PC to install to or uninstall from an item. It can be displayed using the OpenItemUpgradeGUI function however there does not appear to be any way to set the item's sub items (i.e. install or uninstall runes) via scripting.


Modifié par Sunjammer, 08 novembre 2009 - 08:12 .


#3
Jwd

Jwd
  • Members
  • 89 messages
thanks alot i will take a look at those files maybe ill get it to work

#4
Jwd

Jwd
  • Members
  • 89 messages
wow that was easy enough changing g2da column 51 from -100 to 0 enables runes on bows woot thanks man

#5
Jwd

Jwd
  • Members
  • 89 messages
made a small project for anyone who might be interested in beefing up their archers damage

http://social.bioware.com/project/462/

Modifié par Jwd, 08 novembre 2009 - 08:40 .


#6
LankeyGit

LankeyGit
  • Members
  • 44 messages

Jwd wrote...

made a small project for anyone who might be interested in beefing up their archers damage

http://social.bioware.com/project/462/


Lack of files on that project but sounds interesting once it works!

#7
Jwd

Jwd
  • Members
  • 89 messages
should be downloadable now

#8
valimare cortexia

valimare cortexia
  • Members
  • 5 messages
been trying to find the file locations you guys are talkin about. i am a complete idiot when it comes to this stuff. please show me the pathway to the file that lets me change my bow so i can add runes please

#9
PropagandaPanda

PropagandaPanda
  • Members
  • 11 messages
Runes are enabled for armor?!

Which one? I've not seen any. If its not, Jwd you should add armor to the mod. It's awesome as it stands, but adding armor would be nice.


#10
valimare cortexia

valimare cortexia
  • Members
  • 5 messages
panda do u know where to find the files the pees are talkin about?

#11
valimare cortexia

valimare cortexia
  • Members
  • 5 messages
err peeps

#12
valimare cortexia

valimare cortexia
  • Members
  • 5 messages
wait. is this just for mods? or are these changes that can be made in the official campaign?

#13
PropagandaPanda

PropagandaPanda
  • Members
  • 11 messages
This has to be changed in the toolset, as a mod, not a change you do to the game Val.

#14
valimare cortexia

valimare cortexia
  • Members
  • 5 messages
tnx! that is a huge help.