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 .