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Changing attribute modifiers


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#1
Anomaly-

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A few questions here. First of all, I've changed some of the bonuses that several attributes give. I couldn't find any particular script to do this in and have all attributes affected universally, unfortunately (attributes_h proved quite useless, seeing as the majority of its functionality was seemingly moved into the engine). Thus, I instead wrote my changes into the Chargen_ModifyCreaturePropertyBase function in sys_chargen_h. This works flawlessly for any attribute point spent by the player. Problem is, the player can still gain attribute points through plot (fade) and items. I believe I may have solved the plot problem (though I haven't tested it yet), but I'm really not sure how to handle the item problem. I can find no evidence of where and how attributes added by items are handled. The only script that offers anything seems to be sys_itemsets_h, but that only covers item set bonuses, and alas, that script uses the effect_modify_property script which has also had its functionality moved into the engine. I've added my code to the effect_modify_attribute script but I see no change ingame when equipping items with attribute bonuses which leads me to believe that they also use effect_modify_property instead.

So, any ideas where/how attributes modified by items are handled? Is there any way around the hard-coded functionality of effect_modify_property? And finally, is there an easier way of doing this? Perhaps a way I can universally affect all attribute functionality at once (much like I imagine the engine does), instead of having to add 20 lines of code to every script that handles attribute modifications seperately?

Modifié par Anomaly-, 17 juin 2010 - 01:46 .


#2
CID-78

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properties.xls has the links to the engine functions that applies attributer modifiers, if you don't like them you should disable them and do it the hard way. ie make sure that there is code that updates everytime a property change.

#3
Anomaly-

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CID-78 wrote...

properties.xls has the links to the engine functions that applies attributer modifiers, if you don't like them you should disable them and do it the hard way. ie make sure that there is code that updates everytime a property change.


That is pretty much what I've done. Problem is, I still can't find where and how item bonuses are added, nor any particular place that references attributes and their effects. itemprops_h just seems to handle on-hit properties, and enchantment_h doesn't seem to yield anything, either.

#4
Anomaly-

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Resolved. I ended up creating a whole new effect and added all the appropriate lines in itemprops_h. Thanks for the help.

Modifié par Anomaly-, 28 juin 2010 - 07:32 .