I've searched relentlessy, but can not figure out how to change the BASE_ITEM of an item via a basic script.
Can someone scribble me up a simple pair I can grow more script from?
When a PC enters Area1, I need the script to change an item in their inventory tagged Storage1 into BASE_ITEM_LARGEBOX.
When the PC exits that area, I need the script to change the same item to BASE_ITEM_MISCLARGE.
This might help:
int BASE_ITEM_MISCLARGE = 34;
int BASE_ITEM_LARGEBOX = 66;
Change BASE_ITEM?
Débuté par
Masiquer
, nov. 04 2012 06:59
#1
Posté 04 novembre 2012 - 06:59
#2
Posté 04 novembre 2012 - 07:18
am pretty sure ya can't do that. But you can have an extra item blueprint for _MISCLARGE in the module/campaign and spawn that item in while deleting the _LARGEBOX,
#3
Posté 04 novembre 2012 - 07:48
If I deleted the first one, that would wipe it's inventory. The item stores the inventory, but is only accessible while the PC is in that area. It's the only theory I've come up with to toggle a carried storage item as useable/unuseable.
Modifié par Masiquer, 04 novembre 2012 - 07:49 .
#4
Posté 04 novembre 2012 - 08:13
There's no stock way to set the BASE_ITEM type. NWNX4 might be able to, if you're doing this for a persistent world.
#5
Posté 04 novembre 2012 - 08:29
Well bummer, thanks for pondering it with me. Explains why I was not able to cook something up myself. I didn't want to have to access a database in any way. Maybe I'll come up with something eventually.
#6
Posté 04 novembre 2012 - 08:38
You might try creating a bag of holding on the pc as they exit the area, transferring the contents of your box to the bag, then destroying the box. In the new area create the large object, transfer from the bag, destroy the bag.
It might be easier to just rewrite the scripts outside that particular area to look for the original base item type.
It might be easier to just rewrite the scripts outside that particular area to look for the original base item type.
#7
Posté 06 novembre 2012 - 07:32
If you do not want them altering the inventory of the box in certain areas maybe you could use a custom on open script or on disturbed script. Or you could lock the box requiring a key they do not have.
Regards
Regards
#8
Posté 12 novembre 2012 - 08:43
Thanks yuall!
Kaldor, that just might do the trick!!! I'll tinker with such in a bit.
Kaldor, that just might do the trick!!! I'll tinker with such in a bit.





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