Hi guys. I'm looking into making a tome that adds 3 stat points, a skill point and a talent point when read. Does anyone know if this is going to be a hard or a simple endeavour? I'm away from my PC at the moment so I can't tell whether the stat point addition is a script or an attribute that fires a script. Since the new book will just be replicating existing functionality from current books I didn't think it would be a huge mod, I just thought it would be nice to have them all condensed into a single book given to the player at the start.
Tome creation - add stat points/skills/talents
Débuté par
JaegerBane
, déc. 27 2009 12:31
#1
Posté 27 décembre 2009 - 12:31
#2
Posté 27 décembre 2009 - 04:45
Those books are implemented as *quick items* (base item type) and have their *activated ability* point to an ability in ABI_Base.xls. That ability links to a script (you'd write your own).
Seems easy to do after all.
Seems easy to do after all.
#3
Posté 28 décembre 2009 - 04:24
Trylane wrote...
Those books are implemented as *quick items* (base item type) and have their *activated ability* point to an ability in ABI_Base.xls. That ability links to a script (you'd write your own).
Seems easy to do after all.
How would I ensure they're only given to the player once when the DLC is enabled? The script I wrote for my helmets and daggers included a checker to ensure an item would not be re-given if it was already in the player's bags or slots.
#4
Posté 28 décembre 2009 - 04:36
Just create the item and add it to your list in your script with your already existing custom content. You'll have to disable the add-in, force the game to load which will destroy your custom items. Then save a new file without the add-in, exit game re activate the add-in and load the fresh save file. That will reset the script and give you all the items again when you load the game. Just make sure if you had any custom Weapon with runes in them to remove the runes first or they will be destroyed.
#5
Posté 31 décembre 2009 - 01:51
Well, I am trying to implement a custom ability for quick items too. Created the item, created the script, created an M2DA for ABI_base with my new ability and linked it all up.
Fire up the game, up pops the item, I use the item (in inventory or on quickbar, doesnt matter), script performs as expected.
BUT: my item is gone :/ "used up" as like with a healng potion.
I checked the wiki about number of uses etc and I found:
The number of uses for this ability will be decided by the script which will destroy the item when appropriate.
Well, I don't destroy the item in my script
Anybody a clue?
Fire up the game, up pops the item, I use the item (in inventory or on quickbar, doesnt matter), script performs as expected.
BUT: my item is gone :/ "used up" as like with a healng potion.
I checked the wiki about number of uses etc and I found:
The number of uses for this ability will be decided by the script which will destroy the item when appropriate.
Well, I don't destroy the item in my script





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