Has anyone had any luck getting custom backgrounds to include attribute changes? So far I haven't had any luck getting things working correctly - best I've done is create tons of bugs and other issues. The game doesn't draw any information on background attribute modifiers from the 2DA files, so as far as I can tell everything has to be scripted in by hand.
This isn't really a huge problem in theory, but it does mean that I would have to start modifying the character generation scripts themselves - something that I'm not especially comfortable with and frankly, doesn't work that well based on what I've attempted doing so far.
The key is to make the attribute changes show up during character generation, not after the fact. I know that it's possible to, say, add a custom effect, or simply +/- the base attribute values, based on background selection... but that really isn't an acceptable solution. Players want to see their stats when making their characters, and adding a permanent modifier once character creation is done is misleading at best.
Any help or insight would be appreciated.
Custom backgrounds = attribute changes?
Débuté par
sea-
, sept. 03 2012 09:47
#1
Posté 03 septembre 2012 - 09:47
#2
Posté 04 septembre 2012 - 12:57
Is this a new race or just a new background? If it's a new race, then the RACE_base gda has a place for you to change the attributes.
#3
Posté 04 septembre 2012 - 02:18
Nope, just backgrounds. In addition to slight dialogue changes I want there to be some differences in base character stats.
Modifié par sea-, 04 septembre 2012 - 02:18 .
#4
Posté 06 septembre 2012 - 12:58
I got things working quite easily after looking at things fresh again. Turns out that my problems were 2DA related, not script-related.
All I had to do was insert something like this into the script that changes background selection (explained on the Toolset Wiki's background tutorial page):
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_CONSTITUTION, -3.0);
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_MAGIC, 2.0);
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_INTELLIGENCE, 3.0);
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_STRENGTH, -2.0);
It does seem there is a brick wall of 6 total backgrounds/classes/races/etc. each, however, because the UI doesn't want to display any more (though theoretically they should still be there, and you could, say, assign the background using dialogue instead of character creation).
All I had to do was insert something like this into the script that changes background selection (explained on the Toolset Wiki's background tutorial page):
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_CONSTITUTION, -3.0);
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_MAGIC, 2.0);
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_INTELLIGENCE, 3.0);
Chargen_ModifyCreaturePropertyBase(oChar, PROPERTY_ATTRIBUTE_STRENGTH, -2.0);
It does seem there is a brick wall of 6 total backgrounds/classes/races/etc. each, however, because the UI doesn't want to display any more (though theoretically they should still be there, and you could, say, assign the background using dialogue instead of character creation).
Modifié par sea-, 06 septembre 2012 - 01:00 .





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