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#1
Lykanthric_Aura

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I am probably posting this in the wrong section but I've had too many "Code is not valid for game" to keep trying now.

I have a three questions. So far I have implemented scripts to give me items using the scripts already existing in the Toolset directory. And so far I have made item .uti without being able to make them look like an existing item.

Question 1: How do I implement the following script? It doesn't even include a header. I m scared, is this the "runscript" type script which you have to manually run each time you want it to cool-down your spells? Can I use SetCooldown in a way by which ALL my abilites(and perhaps those of my party members) may be changed to an Instant cool-down.

Topic Link- (Check the last post)
http://social.biowar...s-621100-1.html

Question 2: How do I make a .gda file. I found a Stealing skill mod by google search which set the cooldown of steal to almost instant. It's only a .gda file which is to be placd in the Singler Player\\\\\\\\Overide\\\\\\\\ folder.

Question 3: How do I make a new item "look" like an existing item? I could figure out the tinting. But I couldn't make it, for example, look like the items from the various DLCs. Like making a Sword that looks like Maric's or Duncan's sword? A Dagger that looks like the "Dead Thaig Shaker" dagger(all curvy. No, not like the Dar'misu). Bows that look like Bregan's Bow. You see what I mean?

Thanks in advance !

Modifié par Lykanthric_Aura, 19 juin 2010 - 11:53 .


#2
Proleric

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Question 1 - the original question was "Is it possible to set an area script to clear all active cooldowns when entering?". The final answer is provided in the form of a function. So, presumably, you need to call the function with the statement

reset_cooldowns_party();

in an appropriate event of your area script.

Question 2 - see wiki.

Question 3 - unfortunately, new appearances from DLC and Awakening are not yet available to the toolset.

Modifié par Proleric1, 20 juin 2010 - 06:36 .


#3
Lykanthric_Aura

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Proleric1 wrote...

Question 1 - the original question was "Is it possible to set an area script to clear all active cooldowns when entering?". The final answer is provided in the form of a function. So, presumably, you need to call the function with the statement

reset_cooldowns_party();

in an appropriate event of your area script.


I m sorry...Could you please explain that? Still a noob to this stuff.

Is there any other way I might be able make my cool-down's instantaneous? By editing the ability script itself perhaps? Because I can't figure out exactly how to use SetCooldown.

PS : Does anyone know the name of the icon file of the talent "Arrow of Slaying" ? I m trying to make a .GDA for it.

Modifié par Lykanthric_Aura, 21 juin 2010 - 02:10 .


#4
Proleric

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You may want to browse the wiki for a scripting overview.

In essence, you need to write an area event script (see example).

Then, open the area in the toolset, and set the Script property.

The example I've give you intercepts EVENT_TYPE_AREALOAD_SPECIAL, but you may need to intercept a different event - hopefully the original thread tells you that?

Within the CASE statement you'll need the function call

reset_cooldowns_party();

The function itself (the snippet provided in the previous thread) goes at the very end of the script.

At the very beginning you'll also need the "function prototype"

void reset_cooldowns_party();

Can't answer your other questions, I'm afraid.

#5
Lykanthric_Aura

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Ahh !!! Ok. Theoritically...I get it. But this doesn't really provide me a instant cooldown script. It's just gonna cool-down on a certain event. So..If I were to set it up on, say, Ability cast impart...or ability cast start. Would it be too much for the game handle? I mean...we use abilities pretty fast in the game.