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Default Player dies on 1 hit.


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#1
Evil Nico

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When I test run my area ingame my player dies on 1 hit no matter how much armour and good weapons he have.
Does the default player only 1 health at start or what?
What shall I do? :blink:

Do I need to adjust the player character in some way or the enemys? :crying:
Is there a way for the player to build his own character at begining of my custom game? :o

Modifié par Evil Nico, 02 décembre 2009 - 01:00 .


#2
Taltherion

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The "default" player is a lvl 0 char with 0 strength, 0 dexterity, 0 constitution etc and NO skills and talents. Search the forum for a script that starts the character generation and where to put it ...



or make a placeable that can be used once and gives enough experience points to level up (but I have not tried if that works).

#3
Qutayba

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In the module tutorial in the wiki, it suggests a short script that will allow you to generate a real character at the beginning of the module. The level-up placeable that Taltherion suggested might be another way to make the new character more durable for testing purposes. There might even be an immortal cheat code out there if you just want to test the combat dynamics ("cheat" codes are usually included for testing purposes in the first place).

#4
Hoagsie

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http://www.cheatscod...ats/dragon-age/



Specifically, runscript pc_immortal.

#5
Looy

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Start a new Scipt, call it "Core" or something. Open the templates on the right and select "Custom module events.txt"

Then scroll down to :

case EVENT_TYPE_MODULE_START:
        {
                break;
        }



and change it to:

case EVENT_TYPE_MODULE_START:
        {
            PreloadCharGen();
            StartCharGen(GetHero(),0);
            break;
        }


Then open your modules properties via Manage Modules > Your Module > Properties and change it's "Script" property to the name of the script you just made.

That should add a character creator to the start of your module.

Modifié par Looy, 02 décembre 2009 - 08:11 .


#6
GlennD45

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You could use this to creat a character every time you test you new mod:
__________________________________________________________-

#include "events_h"
#include "global_objects_h"
void main()
{
    event ev = GetCurrentEvent();
    int nEventType = GetEventType(ev); //extract event type from current event
    int nEventHandled = FALSE; //keep track of whether the event has been handled
    switch(nEventType)
    {
         case EVENT_TYPE_MODULE_START:
         {
            PreloadCharGen(); //preloads resources needed for character generation
            StartCharGen(GetHero(),0); //initiates character generation
            break;
         }
    }
    if (!nEventHandled) //If this event wasn't handled by this script, let the core script try
    {
        HandleEvent(ev, RESOURCE_SCRIPT_MODULE_CORE);
    }
}

_________________________________________________________________

Or you could use this to get a default character with normal stats, skipping the character generation altogether:

___________________________________________________________________

#include "events_h"
#include "global_objects_h"
#include "sys_chargen_h"
#include "utility_h"
void main()
{
    event ev = GetCurrentEvent();
    int nEventType = GetEventType(ev); //extract event type from current event
    int nEventHandled = FALSE; //keep track of whether the event has been handled
    switch(nEventType)
    {
        case EVENT_TYPE_MODULE_START:
        {
 
            // skip character generation
            object oHero = GetHero();
            Chargen_InitializeCharacter(oHero);
            Chargen_SelectGender(oHero,GENDER_MALE);
            Chargen_SelectRace(oHero,RACE_HUMAN);
            Chargen_SelectCoreclass(oHero,class_WARRIOR);
            Chargen_SelectBackground(oHero,BACKGROUND_NOBLE);
 
            // give the player some equipment
            object oItem = UT_AddItemToInventory(R"gen_im_arm_cht_lgt_rlr.uti");
            EquipItem(oHero,oItem);
            oItem = UT_AddItemToInventory(R"gen_im_arm_bot_lgt_rlr.uti");
            EquipItem(oHero,oItem);
            oItem = UT_AddItemToInventory(R"gen_im_arm_glv_lgt_rlr.uti");
            EquipItem(oHero,oItem);
            oItem = UT_AddItemToInventory(R"gen_im_arm_shd_sml_wdn.uti");
            EquipItem(oHero,oItem);
            oItem = UT_AddItemToInventory(R"gen_im_wep_mel_lsw_lsw.uti");
            EquipItem(oHero,oItem);
 
            break;
        }
    }
}



This was all take from SilentCid's video tutorials, which are very good by the way. These scripts I just posted were taken from the bioware website network somwhere by cid as per what he said in his videos. A good link to start would be http://social.biowar...x.php/Tutorials . SilentCid's video tutorials are recommended as good stuff at this link http://social.bioware.com/project/527/ . That would be cid's video tutorials.

#7
pigrizzla

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Is there any way to start a char at a level ?



So i can build something for level 10 players cant seem to find anything about that on here or net.



Thanks

#8
FalloutBoy

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Did you try the wiki? Search for "character generation".


#9
Mengtzu

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If you #include "sys_rewards_h" you can use the following in addition to the script above:



int nTargetLevel = 10;

RewardXP(oHero, RW_GetXPNeededForLevel(nTargetLevel), FALSE, FALSE);





Because it's a real pain to manually level up a character each time you iterate a test, I found it useful to pre-assign their abilities. First you have to get rid of the available points, then add/change properties and abilities like so:





int nSkillPoints = 0;

int nTalentPoints = 3; //Leaves a few points for specialisations, you could pre-assign them

int nAttributePoints = 0;





SetCreatureProperty(oHero,PROPERTY_SIMPLE_SKILL_POINTS, IntToFloat(nSkillPoints));

SetCreatureProperty(oHero,PROPERTY_SIMPLE_TALENT_POINTS, IntToFloat(nTalentPoints));

SetCreatureProperty(oHero,PROPERTY_SIMPLE_ATTRIBUTE_POINTS, IntToFloat(nAttributePoints));



SetCreatureProperty(oHero, PROPERTY_ATTRIBUTE_STRENGTH, IntToFloat(39));

SetCreatureProperty(oHero, PROPERTY_ATTRIBUTE_DEXTERITY, IntToFloat(20));

SetCreatureProperty(oHero, PROPERTY_ATTRIBUTE_INTELLIGENCE, IntToFloat(12));





AddAbility(oHero, ABILITY_SKILL_COMBAT_TRAINING_1);

AddAbility(oHero, ABILITY_SKILL_COMBAT_TRAINING_2);

AddAbility(oHero, ABILITY_SKILL_COMBAT_TRAINING_3);

AddAbility(oHero, ABILITY_SKILL_COMBAT_TRAINING_4);



AddAbility(oHero, ABILITY_SKILL_HERBALISM_1);



AddAbility(oHero, ABILITY_SKILL_PERSUADE_1);

AddAbility(oHero, ABILITY_SKILL_PERSUADE_2);



AddAbility(oHero, ABILITY_SKILL_SURVIVAL_1);



AddAbility(oHero, ABILITY_TALENT_POWERFUL);



AddAbility(oHero, ABILITY_TALENT_ASSAULT);

AddAbility(oHero, ABILITY_TALENT_OVERPOWER);

AddAbility(oHero, ABILITY_TALENT_SHIELD_PUMMEL);

AddAbility(oHero, ABILITY_TALENT_SHIELD_BASH);



AddAbility(oHero, ABILITY_TALENT_SHIELD_BLOCK);

AddAbility(oHero, ABILITY_TALENT_SHIELD_DEFENSE);

AddAbility(oHero, ABILITY_TALENT_SHIELD_BALANCE);

AddAbility(oHero, ABILITY_TALENT_SHIELD_WALL);




#10
pigrizzla

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Cool thanks for that :)