Runes in bows?
#1
Posté 08 novembre 2009 - 08:08
some insight would be appreciated thanks.
#2
Posté 08 novembre 2009 - 08:11
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
Posté 08 novembre 2009 - 08:24
#4
Posté 08 novembre 2009 - 08:29
#5
Posté 08 novembre 2009 - 08:37
http://social.bioware.com/project/462/
Modifié par Jwd, 08 novembre 2009 - 08:40 .
#6
Posté 08 novembre 2009 - 11:33
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
Posté 08 novembre 2009 - 11:48
#8
Posté 04 décembre 2009 - 07:47
#9
Posté 04 décembre 2009 - 07:49
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
Posté 04 décembre 2009 - 07:51
#11
Posté 04 décembre 2009 - 07:51
#12
Posté 04 décembre 2009 - 07:56
#13
Posté 04 décembre 2009 - 08:11
#14
Posté 04 décembre 2009 - 08:19





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