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Making sure a new item has Rune slots...


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#1
AdamTaylor

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So, how exactly do I do that?

I'm trying to make a couple of new longswords.
I made the Dragonbone, as such items tend to have runeslots in them.
But is there a spot somewhere to manually set how many runeslots are available?

Also, about material...

There's MaterialProgression and MaterialType.

I take it Progression is for what types of material you can find the item made of... and type is what it actually it?
Or is type simply the "look" of the item?

#2
Seipherwood

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To add rune slots its under Attributes - Variables - Enable_Rune_Slots i think it is, its Enable_Rune something. set it to 1 and depending on the material type it will have 1-3 slots. The other thing im not sure about

#3
Sunjammer

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Material Progression is for the auto-scaling (used by critters and merchants).

The number of runes is determined by Material type however whether or not rune slots are enabled on an individual item is controlled by a local variable ITEM_RUNE_ENABLED.  Set this to 1 on your item resources.

I am currently working on an wiki article on item creation/upgrades: social.bioware.com/wiki/datoolset/index.php/User:Sunjammer/Item_upgrades_%28draft%29#Runes

#4
AdamTaylor

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Thanks.



So, I've pretty much figured out how to make items.



But I can't figure out how to add more than one item at a time per script.

I went along with weriKK's blog.



But that only describes adding one item in a script.

What if I make a pair of swords?

#5
weriKK

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Edit: Nvm me :) Sunjammer answered the question.

Modifié par weriKK, 15 novembre 2009 - 08:36 .


#6
Seipherwood

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for multiples just do this



UT_AddItemToInventory(R"wep_mel_gsw_velvet.uti");

change to

UT_AddItemToInventory(R"wep_mel_gsw_velvet.uti", #);



# is how many you want.