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Custom Feat and Item with the feat


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6 réponses à ce sujet

#1
Raoni Luna

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So I GUESS my problem is a simple one, easy to solve, but perhaps it is more complicated as I have no clue about it, don't even know if it is really about scripting. But here I go...

1 - I do want to creat a feat to use in a single custom item, but it is more like a Copy paste thing with little modification.
I do want to use "Expose Weakness" as a base for the custom feat (rename it) and change it to use Charisma instead of Dexterity to calculate damage.

The importance of stating that it is for an item is that unless I'm wrong I think I would not need to adjust a few things like feats.2da and requirements.

2 - I would be happy with my initial request but if someone is in a really good mood to explain me how to do it, I would also ask on how to make it use Charisma to hit better, by this I mean add charisma bonus to hit or something like that.

3 - Finally, a very very simple question (judging by my little experience with visual basic, mugen and ruby), I want the feat to be limited to unarmed, I guess an "if else" conditional would work but I really know nothing about NWN scripting.

Well, thanks in advance. I know I should learn and do it myself, in fact I am reading tutorials and downloading pdfs but it is really a long way to go if I don't want big things, it is just a feat right? I guess it is easier to ask the experts instead of spending hours or possible days (in case of bugs or just sintax misundertanding).

I mean no offense, I'm just ackowledging my lazyness and hoping you comprehed it and perhaps have a little mercy on me lol (I've already spent a couple of hours trying to find where the hell do I find the feats!) - Skyrim is a hell lot easier to customize x_x"

#2
Dann-J

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Unfortunately a lot of feat effects are hard-coded, which means making new versions of them can be very difficult, if not impossible.

Tag-based scripting might be an easier approach. When you equip the item in question, the item's OnEquip script could boost the wearer's attack rate based on their charisma (if they're unarmed). When the item is unequipped, it's OnUnequip script could remove the effect.

Either approach would involve some advanced scripting knowledge.

#3
Raoni Luna

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Oh hells... Thank you very much!

Well, I tought about a way that it would probably not have these limitations...

1 - An attack (FEAT) that adds charisma bonus to attack and damage.
2 - Limited to unarmed attack.
3 - I would really really love if I could choose a fixed animation to play with this attack (in wich case I would need to know in wich file they are found/viewd), however, I can understand if that is not possible =/

In case someone helps me I'd like script or a basic structure on how to do it but if you can't help me directly at least I think it may be easier to achieve by reading tutorials right?

#4
rjshae

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The "limited to unarmed attack" could make it difficult to implement with tag-based scripting. It would need to detect when the character equips or unequips a weapon, which would require a persistent function like a heartbeat script. But there are some feats that work for unarmed combat. You could look at those and consider modifying the itemproperty feat based upon the Charisma of the wearer. For example: perhaps set it to Weapon Focus, Unarmed Combat for a Cha 12; Weapon Specialization, Unarmed Combat for Cha 14, &c.

#5
Raoni Luna

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Oh hells I was thinking about an "active" feat...

Well the best I could do was look at the formula of "intuitive attack" feat to find formulas and learn somethings about the structure but what I was looking for was far simpler with no need to calculate the difference between Dexterity/Strenght and Wisdom, in fact I guess I would use only a few lines of "intuitive attack". I still need a script for the damage calculation, I hope it is not that different.

Now the weapon checking I think I can copy from some passive custom feats from Kaedrin or other mods, don't think it will be an issue.

For the attack part I was thinking of copying a basic touch spell and try to add a custom animation via script command. I think I will go look for "snap kick" in Tome of Battle for now...

Thanks for the help =D

#6
Dann-J

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You could have the item's OnEquip script add a custom area-of-effect to the player (essentially an aura), which has a heartbeat script of it's own that constantly checks whether weapons are equipped or not (and adds/removes the bonuses accordingly).

Or you could create a persistent feat that does essentially the same thing. The advantage of the tag-based approach is that you wouldn't have to modify any 2DAs.

#7
Raoni Luna

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Can I post scripts here? Because I think I could adapt "Snap Kick" or a least use some part of its code.