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End Game Rogue Armor request


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11 réponses à ce sujet

#1
Knobody13

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 For whatever reason I cannot get the modules i make to work.

I just want a good endgame chest piece for my rogue.

I currently have the warden commanders chest piece for the back stab bonus but its just not worth the fatigue IMO and i just don't feel like a rogue in that massive plate armor.

Can someone make a chest piece for me that isn't OP

all i need is +backstab 15% and maybe like + 9 attack or lower threat or something

I would REALLY REALLY appreciate it I cant even bear to look at the tool set anymore its 7am lol

Thanks in advance=]

Modifié par Knobody13, 20 novembre 2009 - 12:34 .


#2
Kunikos

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You know you couldn't have possibly made a worse thread title

#3
Astorax

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Edited the topic title. Please refrain from making topic titles like that. I'd appreciate it.

#4
Knobody13

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Sorry about the title I was tired and not thinking correctly

#5
Laeird

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I'm actually planning on making an assasin set, but I'll be honest I'm not sure when I will get to it (gotta get school stuff done first).

#6
Azmarov

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Making armor and things is extremely simple... I actually made a set of black robes with some leather shoes/gloves for my assassin/dualist with like a set total of +20% dodge attacks -cold/fire resistance, and +10% crit chance for melee. its awesome for melee encounters but magic totally wastes you.

#7
Knobody13

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Also here is the script i used (strait from a tutorial i found except with the names changed)



Screens to my toolset

http://i200.photobuc...9/Untitled2.jpg, http://i200.photobuc...9/Untitled1.jpg







// ---- SCRIPT STARTS HERE ----



// Later on in this script, we will use the UT_AddItemToInventory()

// function to add an item to the player's inventory.

// But before we could use it, we have to tell the toolset where

// to look for it. The function is in the "utility_h" script file

// under _Core Includes, we will include this file at the top of

// our script file, above the main function.



#include "utility_h"

#include "plt_light_warden_plot"



void main()

{

// If our plot flag is set to TRUE, that means we have already

// given the items to the player, there is no need to continue

// running this script.

if ( WR_GetPlotFlag( PLT_light_warden_plot, LIGHT_WARDEN_CHECK_FLAG ) == TRUE )

return;



event ev = GetCurrentEvent();

int nEventType = GetEventType(ev);



// We will watch for every event type and if the one we need

// appears we will handle it as a special case. We will ignore the rest

// of the events

switch ( nEventType )

{

// This event happenes every time the module loads

// This usually happenes when creating a new game

// or loading a savegame

case EVENT_TYPE_MODULE_LOAD:

{

// The UT_AddItemToInventory function adds various resources to a

// creature's inventory. Here we add one weapon and one shield.

UT_AddItemToInventory(R"light_warden.uti", 1);



// Set our plot flag to TRUE, so the next time this script tries

// to run it will not add extra items to the player's inventory

WR_SetPlotFlag( PLT_light_warden_plot, LIGHT_WARDEN_CHECK_FLAG, TRUE );



// We have dealt with the event we were waiting for.

// At this point we can stop looking for other events

break;

}

default:

break;

}

}

// ---- SCRIPT ENDS HERE ----


#8
Knobody13

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Azmarov if you could upload your armor that would be awesome or even (if its not to much to ask change it to have +backstab/crit% instead of chance)

#9
KirbySkywalker

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http://social.biowar.../5339/blog/576/ this is a tutorial for making items written by a godsend named weriKK. it works perfectly.

#10
Knobody13

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I used that kirby that is the exact code i posted. i simply changed the names

#11
KirbySkywalker

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all i can say is i use it on all of my mods and it works perfectly, if you have the patience i would recommend taking another look and trying to find where you made the error. it is super cool to make your own items and use them in the game!!!



actually there is one tiny thing i do differently than weriKK, where he/she says

"# Because we want to create an item that can be used by the player later on, we have to make sure that it is part of the core game resources; from the Module dropdown, select Core Game Resources."



i select MY mod's name, not Core Game Resources.

#12
Knobody13

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ill try that thanks