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How to create a custom item property?


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#1
Baaleos

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Can someone point me in the right direction for a guide of how to create custom item properties.


eg - Create an item that grants a feat while worn.
        +10 to a Custom Skill (that is already added via skills.2da)

Also - if someon can tell me.
Are the item properties server side 2da controlled, or must they exist in the clientside to be both visible and in effect.

Eg- If the Client doesnt need the 2da's -  does this mean that the item property will still be in effect/active- but the client just wont see mention of it on the item?

Thx

#2
ShadowM

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To add custom feat item properties you need to edit iprp_feats

#3
henesua

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iprp_feats defines bonus feats that can be added as an item property. But this list points back to feats.2da as well. So you also need to define the feat there.

To create a feat that gives a +10 skill bonus is beyond me however.

Nevertheless I believe there is a different kind of item property that provides a skill bonus. Can't recall what the name is, but I am using this in my Innocuous Familiars project as all skills are given to the familiar as an item property on the skin rather than being part of the creature blueprint.

Also with regards to this being server side only, I have not tested it. thats an interesting question.

Modifié par henesua, 16 janvier 2013 - 11:30 .


#4
ShadowM

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That just skill bonus that is already added when you add a custom skill to your skill.2da. From the way he worded it I figured he already knew that one. That one goes up to a +50. Nice job on the familiars. I probably borrow some of them, I think I make the familiars into necklaces with there bonus(toughness, ST, skill etc..) on the necklace and when equipped put the visuals on the pc shoulders. The necklace disappears when the creature is out and about. A nice bonus for having standard familiars that I will add instead of meat shields familiars that bioware have. The meat shields should have to be bought as pets, you do not put you little buddy in danger that often. :)

#5
Pstemarie

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Nevermind - missed the part about it having to be via a "feat"

Modifié par Pstemarie, 17 janvier 2013 - 10:31 .


#6
henesua

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I just remembered that I had figured out a work around for implementing a feat which granted a skill bonus.

Essentially you apply the skill bonus as an effect, but prior to adding the skill bonus you check for presence of the feat. This can be effective in any environment as long as you handle these kinds of effects in the right place. For example if you have head aligned VFX that you refresh when a PC rests or is respawned, you'd do the same with this skill bonus.

I created a benefit for dwarves that gives +2 to discipline, and handle it this way successfully.

#7
ShadowM

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Here a few good tricks to use. Make some cutom feats into effects, Example water-breathing feat. You apply it to the skin for the same time as the effect and if you need to check for the effect just check for the feat instead. If you making cutom item properties for scripted systems then I suggest you put them under additional item property. You can also make custom spells that are just effects so you can check them with GetHasSpellEffect instead of cycling though each effect. Just some thoughts.