I 'm trying to a make a forge script that adds item properties to weapons and armor only.
For example, find a goblin ear, place it in a container along with your weapon, speak to a smith and wham +1 enhancement as been added to your weapon. I would like allow a max of only 3 properties per weapon/armor as well.
I've looked over the vault but the couple of forge scripts i saw there didnt seem to match what i was looking for. I've also tried with Lilac souls scripter to create something but so far no luck. I would appreciate any help or a push in the right direction.
Thanks!
Forge script help
Débuté par
Jackrabbit_Slim
, mars 11 2013 08:23
#1
Posté 11 mars 2013 - 08:23
#2
Posté 11 mars 2013 - 08:32
Omega Forge has limits.Could probably do a check to see if PC has ear?
#3
Posté 12 mars 2013 - 06:00
HotU chapter 2 has certain useful resources for seeing how this is done.
some of the scripts are default resources, eg., x2_inc_ws_smith - the master include file for the weapons upgrade smithy
Most of the scripts are conversation-based (starting conditional and actions taken handlers), setting custom tokens to identify the item specifically in conversation, differentiate between the item types, set the cost of different upgrades, set and validate the desired new property and prevent cheating... you don't have to use their system exactly but knowing how Bioware did it could help you on this.
some of the scripts are default resources, eg., x2_inc_ws_smith - the master include file for the weapons upgrade smithy
Most of the scripts are conversation-based (starting conditional and actions taken handlers), setting custom tokens to identify the item specifically in conversation, differentiate between the item types, set the cost of different upgrades, set and validate the desired new property and prevent cheating... you don't have to use their system exactly but knowing how Bioware did it could help you on this.
#4
Posté 12 mars 2013 - 04:43
Thanks Tristan. I looked at the conversation x2_smith and can see all the different scripts you are refering to.
Being really a cut and paste scripter though that looks a bit over my head actually.
In lookin through x2_act_ws_makeit i get the idea of whats needed I'm just not very good at writing scripts from scratch. Not sure how I would add a check for reagents for example.
Being really a cut and paste scripter though that looks a bit over my head actually.
In lookin through x2_act_ws_makeit i get the idea of whats needed I'm just not very good at writing scripts from scratch. Not sure how I would add a check for reagents for example.
#5
Posté 13 mars 2013 - 02:32
I did one for Second God War, which was based on the Forge of Wonders. I removed many of the abilities I did not want you to be able to put on items, such as Immunity to criticals, and many others. The limitation to armor is easy enough to do simply by checking the item and if it is not in the appropriate category, just return the script. Most likely you want that in the sc of the script. The starting conditional.
The forge I did in SGW is in the Trilus Armory where the dwarf is.
Personally I don't reagents and limit my items to +3. As long as the player has the cash they can get the item improved. There are also a few forges on the vault. Guile's comes to mind.
The forge I did in SGW is in the Trilus Armory where the dwarf is.
Personally I don't reagents and limit my items to +3. As long as the player has the cash they can get the item improved. There are also a few forges on the vault. Guile's comes to mind.
Modifié par ffbj, 13 mars 2013 - 02:35 .





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