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Sanity check requested on a "pseudo-feats" concept


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#1
rjshae

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Hello,

I have this goal in mind of being able to create a unique set of background feats for a particular setting. The goal is for these feats to correspond to the "basic careers" in the old Warhammer FRP system (under the assumption that the character previously completed that career before entering a character class). From what I've discovered, it looks to be all but impossible to create new feats that do anything besides serve as accomplishment markers. Hence what I am contemplating instead is a scripted "pseudo-feat" item that every player and NPC receives that will supply the appropriate benefits and penalties, based on the background feat selected. The item will be plot/cursed and scripted so the PC can't exchange it or sell it.

My first concern is whether I actually can create a unique set of background feats simply by modifying the feats 2DA file and the associated icon data. Does anybody know if that is possible, or is it hard-coded into the game engine? If the former, I can hopefully disable the existing background feats and use the new ones instead.

The second part will involve creating an item that functions like a feat, which is basically an invisible item in the inventory. I think I could create a completely transparent icon that would appear like an empty slot in the inventory. It would just show up as a wierd blank box when the player did a sort. (Maybe I can find a way to always have it appear at the end?) The other alternative would to be to create a crest symbol item that everybody gets and which would hold a description of their background career with the associated benefits and penalties as item properties.

What do you think? Are there any show stoppers here? I don't want to waste much time on this if I'll eventually run into a dead end. if it does work, I can post it to the Vault and include it in my current or future campaign build.

Thank you! B)

Modifié par rjshae, 20 mars 2012 - 11:37 .


#2
painofdungeoneternal

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Take a look at kaedrins feats, you can use persistent which automatically apply a scripted effect upon logging in, the feat basically ends up keeping said effect running all the time.

You can also add features to the equip, unequip events which relate to items, and also add things to the heart beat. Other features need modding spells themselves or other scripts, or adding features to dialogs.

"History" feats are good in that they won't make a character invalid, and i used them for my language system. You can script them being added and removed at your whim.

#3
rjshae

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Okay I'll take a look, although a problem I have with persistent effects is the icons it leaves dangling on the player images. Thank you.

#4
kamal_

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Why make an invisible inventory item when you can assign properties to the creature skin? Why not just change the background feats already offered (tale teller and such), if you're doing Warhammer you're not going to need to worry about compatibility with Kaedrin's or having a valid character.

I have pseudo feats in Crimmor, these are done via journal (to show the player has it), and creature skin or scripted in (for the feat benefit).

#5
NWN DM

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Nothing much to add except to say I find this concept very interesting - would love to have the expertise (and time!) to do this for my own campaign.

This also mirrors in a decent way the "Background" packages that are part of the Rolemaster Standard System (RMSS) character generation process - where you essentially can "buy" a certain pre-adventuring career or prior occupation (or even multiples) for yourself which gives skills/abilities and the potential for related equipment.

Very cool.

#6
rjshae

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kamal_ wrote...

Why make an invisible inventory item when you can assign properties to the creature skin? Why not just change the background feats already offered (tale teller and such), if you're doing Warhammer you're not going to need to worry about compatibility with Kaedrin's or having a valid character.

I have pseudo feats in Crimmor, these are done via journal (to show the player has it), and creature skin or scripted in (for the feat benefit).


Hey what a great idea -- making custom skins for each of the careers! Thank you.

#7
rjshae

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It looks like I should be able to just modify and override the backgrounds.2da file to create a different set of backgrounds. For now, I can just use the 'ibt_none' icon in cases where there is no suitable icon. Perhaps later I'll make some new ones.

My concern now is what to do about the Dialog.tlk file where the feat descriptions need to appear. Rather than making a modified file, I was wondering if there is a scripted way to do this? I.e. running the script on a PC will make a copy of the player's TLK file then add in the new entries. Does anybody know a way to do this with just the default OS tools? Maybe a free binary utility that will do the job?

#8
kamal_

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Pain's done some work on tlk merging on the fly.

#9
rjshae

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Thanks. I guess for now I'll just work with the full TLK file and worry about that later.