Does anyone know how to change/add item set bonus?
How to change the item set bonus?
Débuté par
JamesX
, nov. 14 2009 03:17
#1
Posté 14 novembre 2009 - 03:17
#2
Posté 14 novembre 2009 - 04:40
Under variables are a listing of values (int's mostly). Once you get the popup by hitting the "..." button, the toward the bottom should be Item_Set (not sure of exact variable name) , you'll just put an integer value here that is either used by another set of armor or your own value. I put 101 for my armors and matching gloves and boots.
Also you can give runes to your items by putting a 1 for the last variable.
Also you can give runes to your items by putting a 1 for the last variable.
Modifié par Lieutenant08, 14 novembre 2009 - 04:41 .
#3
Posté 17 novembre 2009 - 06:04
Changing the value to match an existing item's value would include it in the Set right?
Does anyone know how to make an entirely new set with entirely new bonuses?
Does anyone know how to make an entirely new set with entirely new bonuses?
#4
Posté 17 novembre 2009 - 06:16
You can do it by extending the itemsets 2da, in there you can specify which slots the set consists of and up to two stats that it boosts.
#5
Posté 18 novembre 2009 - 07:31
I opened the expansion 2da (The Blood Dragon Armor one) and took a look at the gba file.
It seems as confusing as ever.
Is there an tool that edit/generate the itemset file? Or it must be done by hand?
It seems as confusing as ever.
Is there an tool that edit/generate the itemset file? Or it must be done by hand?
#6
Posté 06 décembre 2009 - 06:30
im also curious in these. im a newbie but i followed the guide on custom items at werikks blog. unfortunately he didn't tackle on how to put item sets bonuses. if i may request from the experts for a short explanation on how to put item set bonuses on your custom items using the toolset. TIA (Sorry for my bad english)
#7
Posté 06 décembre 2009 - 10:29
I'm not an expert and I haven't tested any of this, but here's what I found:
Itemsets are defined in itemsets.xls/item_sets. Prop1/Prop2 seem to correspond to creature properties*, Prop1Value/Prop2Value seem to be simply the values you would want. You can't add a Prop3 without at least adjusting sys_itemsets_h and who knows what else, so bury those dreams...
If you don't know about overriding 2DA files, read more here: http://social.biowar...t/index.php/2DA
An item set consists of inventory slots. To determine which inventory slots belong to an item set use this table (no guarantee that it's right):
Main Hand: 1
Off Hand: 2
Chest: 4
Gloves: 16
Boots: 32
Belt: 64
Ring 1: 128
Ring 2: 256
Neck: 512
Ammo: 1024
Dog Collar: 2048
Dog Paint: 4096
Shale Chest: 8192
Shale Right Hand: 16384
Cloak: 32768
Bite: 65536
Shale Shoulders: 131072
Shale Left hand: 262144
Simply add all desired inventory slots together. "52" is therefore "Boots, Gloves, Chest". Do not use the same value twice, that would be foolish.
This sum goes into both "NameStrRef" and "Slots" columns of your new row in item_sets. I do not know if both are actually required, who cares.
If your item set uses "Chest" and "Ring 1" it will not work because the player will invariably put the ring into the other ring slot...
To assign an item to an item set, use the toolset. Since you're such a well behaved modder, your item uses "var_item" as its variable 2da table or a compatible one. Under variables, set "ITEM_SET" to the index of your new item_sets entry (if you look around, you'll see that "Wade's Superior Dragonbone Plate Armor" uses 30 for "ITEM_SET" which is "Wade's Superior Massive" in item_sets, just as expected).
You can have more than one item that goes into the same inventory slot (so you could chose between the red and the yellow Gloves of Colorfulness...). The important part is that both gloves can belong to the same set as per their "ITEM_SET" variable.
An item cannot belong to more than one set, though.
Data files from DLC packages are apparently encrypted, so those can't be easily edited.
* Fatigue/41 isn't there, but it's in effect_upkeep_h
Itemsets are defined in itemsets.xls/item_sets. Prop1/Prop2 seem to correspond to creature properties*, Prop1Value/Prop2Value seem to be simply the values you would want. You can't add a Prop3 without at least adjusting sys_itemsets_h and who knows what else, so bury those dreams...
If you don't know about overriding 2DA files, read more here: http://social.biowar...t/index.php/2DA
An item set consists of inventory slots. To determine which inventory slots belong to an item set use this table (no guarantee that it's right):
Main Hand: 1
Off Hand: 2
Chest: 4
Gloves: 16
Boots: 32
Belt: 64
Ring 1: 128
Ring 2: 256
Neck: 512
Ammo: 1024
Dog Collar: 2048
Dog Paint: 4096
Shale Chest: 8192
Shale Right Hand: 16384
Cloak: 32768
Bite: 65536
Shale Shoulders: 131072
Shale Left hand: 262144
Simply add all desired inventory slots together. "52" is therefore "Boots, Gloves, Chest". Do not use the same value twice, that would be foolish.
This sum goes into both "NameStrRef" and "Slots" columns of your new row in item_sets. I do not know if both are actually required, who cares.
If your item set uses "Chest" and "Ring 1" it will not work because the player will invariably put the ring into the other ring slot...
To assign an item to an item set, use the toolset. Since you're such a well behaved modder, your item uses "var_item" as its variable 2da table or a compatible one. Under variables, set "ITEM_SET" to the index of your new item_sets entry (if you look around, you'll see that "Wade's Superior Dragonbone Plate Armor" uses 30 for "ITEM_SET" which is "Wade's Superior Massive" in item_sets, just as expected).
You can have more than one item that goes into the same inventory slot (so you could chose between the red and the yellow Gloves of Colorfulness...). The important part is that both gloves can belong to the same set as per their "ITEM_SET" variable.
An item cannot belong to more than one set, though.
Data files from DLC packages are apparently encrypted, so those can't be easily edited.
* Fatigue/41 isn't there, but it's in effect_upkeep_h
Modifié par Trylane, 06 décembre 2009 - 10:34 .
#8
Posté 10 décembre 2009 - 12:28





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