Unlimited arrows
#1
Posté 24 avril 2013 - 12:09
make sense?
#2
Posté 24 avril 2013 - 03:07
#3
Posté 24 avril 2013 - 04:26
#4
Posté 24 avril 2013 - 04:29
(1) Create an unlimited ammo whose natural stack size is 6, not 99.
(2) Create a bow that doesn't have the unlimited ammo property, but instead has an on_equip script that tests for the user's CHA. If successful, it is destroyed and replaced with the unlimited version.
#5
Posté 24 avril 2013 - 04:32
I_Raps wrote...
Hmmm. How about this:
(1) Create an unlimited ammo whose natural stack size is 6, not 99.
(2) Create a bow that doesn't have the unlimited ammo property, but instead has an on_equip script that tests for the user's CHA. If successful, it is destroyed and replaced with the unlimited version.
Wouldn't that just be usable once?
#6
Posté 24 avril 2013 - 04:36
MokahTGS wrote...
I_Raps wrote...
Hmmm. How about this:
(1) Create an unlimited ammo whose natural stack size is 6, not 99.
(2) Create a bow that doesn't have the unlimited ammo property, but instead has an on_equip script that tests for the user's CHA. If successful, it is destroyed and replaced with the unlimited version.
Wouldn't that just be usable once?
When you unequip, replace it with the original testing bow.
[edit]
Or, one bow and on equip/unequip add or remove the unlimited ammo property if CHA is high enough. I'm not sure that would actually equip the unlimited arrows, though. Maybe an on_acquire script would be better, but that wouldn't account for loss of CHA in the meantime, though.
Modifié par I_Raps, 24 avril 2013 - 04:43 .
#7
Posté 24 avril 2013 - 09:00
@I-Raps, thank you
Basically, I can work the CHA part out in a conversation where the character is given the strange arrows, so that isn't so much the issue I'm running into. I just can't seem to be able to give a stack of arrows unlimited use outside of using a specific bow with the property "unlimited arrows."
If what you are suggesting is what I think it is then I am worried that it might actually break the illusion I'm trying to create.
#8
Posté 24 avril 2013 - 09:19
If that works, then you can get fancy and delay the command so that the arrows return a few seconds after being fired, with maybe a little special effect and/or a sound or text string.
#9
Posté 24 avril 2013 - 09:40
That sounds cool, if it can be done. But I'm wondering now where I look for these "events."
#10
Posté 24 avril 2013 - 09:41
#11
Posté 24 avril 2013 - 10:19
I wonder if it would be easier to make a container that refills itself with a stack of 6 arrows? When there are no arrows in the players inventory 6 arrows would reappear in the container.
#12
Posté 24 avril 2013 - 10:30
koundog1 wrote...
Okay Tchos the delay mention gave me another idea.
I wonder if it would be easier to make a container that refills itself with a stack of 6 arrows? When there are no arrows in the players inventory 6 arrows would reappear in the container.
It might be easier to use an item activation; one less step for the player. However, a crafty player may switch the arrows to another character in the party, or store them somewhere. You'll have to put an unacquire script on the arrows to catch that contingency. I'd also set their price to zero so the player can't keep selling the arrows.
#13
Posté 24 avril 2013 - 11:06
#14
Posté 24 avril 2013 - 11:34
I didn't think about the player creating ammo and then outfitting their party with it.
A glitch like that could interrupt with the believability.
This is harder than I thought. The item activation will probably be easier, but it seems so overused as is.
I'm not sure if it has already been done or thought of, but I wanted to make lethal pet snakes that possess such unwavering discipline that when charmed they can stiffen themselves and be used as an arrow.
I was thinking the player could keep them in a little cage. I could easily make it into a unique item that creates arrows, but I then their is the exploit bug.
I guess the once per day thing would work but then I've totally veered away from my original wanting to make unlimited arrows which don't require a bow. lol!
#15
Posté 25 avril 2013 - 12:01
Tchos wrote...
Does the Unacquire event fire if you lose an arrow by shooting it? There's a possibility there.
I was just looking at that myself. I'm using Lilac Soul script generator and while it is pretty extensive I still wonder if I'm limited by using it. But in fooling around a bit with the Onacquire I'm not seeing how I can replace an arrow.
I'm seeing that if I put my snake cage container in the player's inventory I use it as a condition for creating arrows in the container.
But how do I make a condition for it to create arrows when the player runs out.
This is interesting,
I just created a bow with the unlimited arrows property. I went and changed the base item line to arrows and the property stayed on the item. I'm tempted to test it and see if it worked. I'll probably break something though.
#16
Posté 25 avril 2013 - 12:11
int iArrowStackSize = GetItemStackSize(oArrowStack);
if (iArrowStackSize != 6)
{
// Delay and effect here if you want
SetItemStackSize(oArrowStack, 6);
}
That forces it to 6, so it'll destroy any extra arrows you might have, too. You could use a loop to cycle through the inventory to catch multiple stacks if the player split the stack, and cycle through party members to catch those, too.
P.S. Never mind this. Use the much more elegant solution by I_Raps!
Modifié par Tchos, 25 avril 2013 - 12:31 .
#17
Posté 25 avril 2013 - 12:24
Again, we have a (now identified) snake ammo type with its stack of six.
We also have an itemproperty for unlimited ammo (snakes).
The player gets a Cage of Snakes. On activation, it gives his equipped bow (or crossbow, for that matter) the unlimited ammo (snakes) property* and replaces itself with an Empty Snake Cage.
* It also sets the bow/crossbow as plot and cursed. It can't be unequipped.
The Empty Snake Cage on activation removes the property etc. from the bow/crossbow.
#18
Posté 25 avril 2013 - 01:05
I found that the medium miscellaneous object item base supports the unlimited arrow. I_Raps did come up with the solution. I'm going to toy with this some more and see if I can make this snake cage even more unique. Thanks everyone!
I adjusted the UV scroll to make the arrow look a little strange wen flying through the air.
I also made the arrows cursed. Not sure what that will do yet but we'll see.
The problem I'm running into now is that the arrows I created aren't showing up in the list of possible ammo types in the
item property
misc
costvalue
...box
Modifié par koundog1, 25 avril 2013 - 01:17 .
#19
Posté 25 avril 2013 - 04:11
#20
Posté 25 avril 2013 - 06:59
koundog1 wrote...
The problem I'm running into now is that the arrows I created aren't showing up in the list of possible ammo types in the
item property
misc
costvalue
...box
might have to edit itemprops.2da
?
#21
Posté 25 avril 2013 - 07:04
Lugaid of the Red Stripes wrote...
A round-about way would be to alter the on-physically attacked scripts of all the monsters (easy enough if you just overwrite the default script. When attacked, the script checks to see if the attacker is the PC, has a bow equipped, and then has the special arrows equipped. If so, they spawn a little snake creature. The snake has a heartbeat script that tells it to seek out the PC (set as a local object by the on-physically attacked script). When the snake is close enough to the PC, it adds a arrow to the PC's inventory and destroys itself.
even copying the on-physical script and altering it - would only result in koundog having 2 scripts - he would have to select the new script for every monster and use his local version -
trial and error tested
#22
Posté 25 avril 2013 - 02:37
It might be a little puzzing to the player at first, but script-wise it seems potentially do-able.
Modifié par rjshae, 25 avril 2013 - 02:44 .
#23
Posté 26 avril 2013 - 10:27
koundog1 wrote...
The problem I'm running into now is that the arrows I created aren't showing up in the list of possible ammo types in the
item property
misc
costvalue
...box
Did you ever get that solved? You have to add the new ammos* to iprp_ammocost.2da.
* All three - arrow, bolt, and bullet - even if you don't use all three.
Modifié par I_Raps, 26 avril 2013 - 10:30 .
#24
Posté 26 avril 2013 - 07:12
#25
Posté 29 avril 2013 - 12:09
http://www.neverwint...ds.com/mods/210
You lose them if you miss though. The last in the stack also doesn't return (since there's no stack left to increase by one).





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