Does anyone know if there's a mechanism for scaling the quality of the items in a creature's inventory based on it's rank? For instance, if you assign a Longsword to a Brigand, can you get the material type to increase as the Brigand increases in rank/level?
For the custom creatures I am creating this doesn't appear to be happening, I was just curious if this is something that's supported or perhaps I don't have something hooked up quite right. If it's not possible via .2DA tweaking and the Toolset, I'll just do it via scripting but it would save me some time if there were a built-in mechanism for this.
Scaling creature items with rank?
Débuté par
FramnkRulez
, nov. 14 2010 03:21
#1
Posté 14 novembre 2010 - 03:21
#2
Posté 14 novembre 2010 - 03:48
I don't think there's a built-in mechanism for this.
#3
Posté 14 novembre 2010 - 03:59
How come for instance that Oghren's armor and weaponry is silverite when the PC is of high level? Scripting?
#4
Posté 14 novembre 2010 - 09:44
I found this scripting function in the toolset:
ScaleEquippedItems
Scales all items equipped on the creature based on their material progression table
Description:
For this to work, a number of conditions need to be met - area must have a valid area_id entry in ability_data - creature must not be a party member
However the description doesn't make sense to me... there's no reference in the ability_data worksheet to an area_id?
ScaleEquippedItems
Scales all items equipped on the creature based on their material progression table
Description:
For this to work, a number of conditions need to be met - area must have a valid area_id entry in ability_data - creature must not be a party member
However the description doesn't make sense to me... there's no reference in the ability_data worksheet to an area_id?
#5
Posté 15 novembre 2010 - 09:25
I suspect that's a typo. The target level is in the areadata 2DA.
The AREA_ID variable on the area determines which row of areadata is used.
The OC has one areadata entry for each area, but custom areas can all refer to the same entry if you prefer.
It's not just the equipment that depends on this. The default script makes all your monsters level 1 unless there is an areadata entry.
IIRC the scaling function in the creature_core script only applies when the creature spawns.
You could change that, but players probably wouldn't like it.
The AREA_ID variable on the area determines which row of areadata is used.
The OC has one areadata entry for each area, but custom areas can all refer to the same entry if you prefer.
It's not just the equipment that depends on this. The default script makes all your monsters level 1 unless there is an areadata entry.
IIRC the scaling function in the creature_core script only applies when the creature spawns.
You could change that, but players probably wouldn't like it.





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