Deep Mushrooms: Stamina regain value
#1
Posté 16 novembre 2009 - 06:51
#2
Posté 16 novembre 2009 - 07:34
#3
Posté 16 novembre 2009 - 10:45
Ah cool, thanks, I'll take a look and see if its easily changed, I read a few other posts indicating its some xls file with a bunch of values so it shouldn't be too hard to change if its clearly denoted in there.Astorax wrote...
It's probably a static entry in a 2da somewhere, not an item property in the toolset...if I were guessing.
#4
Posté 16 novembre 2009 - 10:47
#5
Posté 17 novembre 2009 - 04:46
<snip>
case ABILITY_ITEM_DEEP_MUSHROOM:
...
eEffect = EffectModifyManaStamina(DEEP_MUSHROOM_STAMINA);
<snip>
DEEP_MUSHROOM_STAMINA is hardcoded in item_constants_h.nss:
<snip>
const float DEEP_MUSHROOM_STAMINA = 10.0f;
<snip>
#6
Posté 17 novembre 2009 - 10:26
#7
Posté 17 novembre 2009 - 03:30
#8
Posté 17 novembre 2009 - 04:09
#9
Posté 17 novembre 2009 - 04:14
Modifié par andyr1986, 17 novembre 2009 - 04:18 .
#10
Posté 17 novembre 2009 - 04:32
#11
Posté 17 novembre 2009 - 04:59
social.bioware.com/wiki/datoolset/index.php/2DA#Extending_the_game_via_M2DAs
That might help...
#12
Posté 17 novembre 2009 - 06:36
Thanks for pointing me in the right direction, I hit a dead end pling around in ABI_base.xls. I was able to find these myself in the toolset under scripting but as you said, they're hardcoded read only.Nodrak wrote...
From item_singletarget.nss:
case ABILITY_ITEM_DEEP_MUSHROOM:
...
eEffect = EffectModifyManaStamina(DEEP_MUSHROOM_STAMINA);
DEEP_MUSHROOM_STAMINA is hardcoded in item_constants_h.nss:
const float DEEP_MUSHROOM_STAMINA = 10.0f;
#13
Posté 17 novembre 2009 - 06:42
Posted: Wednesday, 11 November 2009 05:53PM by Gnilbert
Well, to attempt to address the original discussion, let me offer up this for core Spell modifications. It’s not pretty, but this is what I’ve done so far:
** I apologize, but I’m at work, so there’s some hand waving involved below where I can’t remember the details exactly.
To override a core spell:
First, I open the ABI_Base.xls file and look for the column where the script name is listed. I look that script up in the toolset, and read carefully through main() to find out what it does for the specific spell I’m interested in.
Next, in my “Spell Mod” module (which extends the single player campaign), I create a new script “spell_name_ovr.nss” that is “owned by” the Spell Mod but the other setting (the top one) is “Core Rules Set”
Then, I copy/paste everything from the script that originally handled the ability into the new file. I edit (my working copy, not the original) ABI_Base.xls to refer to the script I just created, then use the xls to gda converter on it and drop it into the core\\overrides folder.
Then, I export the module, load up the game, and make sure the ability still works. After that, I go back to the spell override script and tear out everything that has to do with any spell other than the one I’m overriding. Then, I export and make sure the spell still works. Assuming it does, I’m now free to modify the script further to create my custom behavior.
And that’s that, for now. Ideally, instead of overriding the whole of ABI_base, I think I could just copy the one row into a new xls and then create a m2da file, but I’m not clear on how to do the latter, so I haven’t tried it. Also, using this method, obviously only one override of the spell will be active at once, based on which gda/m2da has the final say. Finally, I’ve only used this method with minor modifications so far, like making drain life set your target on fire and heal them (as practice, not because I think the spell was borked), but I’m hoping it allows for more substantive changes.
*NOTE: As long as the extension module is loaded, the spell effect change works in the single player game as well, without ever opening that module up for editing.
Ideally, I’d like to extend this to add new spells. I haven’t done this yet, but I’m speculating I could do it by adding new abilities to the ABI_Base file, pointing them at my new scripts, and then… yeah. That’s where I get stuck. I’m not entirely sure how to add them to the spell list so they’ll appear for selection with all the rest.
Comments on mistakes or general help are appreciated,
Gnilbert
It looks like he's taking a similar approach as you guys are, creating an override m2da pointing to scripts he copied from the original read-only and modified. I'd look more into this but it sounds like both of you are already well on your way to making Stamina pot mods, I'm definitely looking forward to any updates thanks!





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