A few questions I have run into while coding the lich specialization:
Using SetAppearanceType I am able to change the PC to an arcane horror via a modal, that thats good. But even though the character has a staff equiped the Arcane horror will only do a melee attack. Do I need to add a new creature that defines a new monster attack that is ranged?
I have a spell that I want to fire an EVENT_TYPE_ATTACK_IMPACT when the modal is on. I assume RegisterEventListener is what I need, but I dont know what to use for the Listener object. I can create an object but I have no idea of what type of object to create. The spell needs to check each impact and see if its a certain type of damage and if it is it will do no damage, but instead it will drain mana. Any help or ideas to get something like this working would be great.
Anybody know how to set the no healing of blood magic without turning on blood magic? Doesnt seem to be an effect or a passive ability. Please dont tell me its hardcoded into the game engine.
Adding new spells and spell modals for lich questions
Débuté par
shennessy
, janv. 17 2010 05:28
#1
Posté 17 janvier 2010 - 05:28
#2
Posté 17 janvier 2010 - 07:06
What I would suggest is to duplicate the existing spells and make them work as you need, rather than trying to add new functionality to the existing spells; also, you may need to edit the core scripts, as some functionality is controlled through them.
#3
Posté 17 janvier 2010 - 07:29
Another strange thing I have seen... I see no way to modify fatigue other than via the 2da files. Anybody run across an effect to modify fatigue?
#4
Posté 17 janvier 2010 - 08:06
New abilities and spells can be added without modifying any core scripts. Just make an m2da extension to ABI_base.xls and specify new handling scripts. The only exception to this that I have seen is on-hit abilities, which are specifically handled in rules_core and sys_itemprops_h.
#5
Posté 17 janvier 2010 - 09:55
Ahh yes I have made my own 2das for the 4 lich spells. Right now I have it hooked to the arcane warrior because I have not made the quest yet to unlock the lich specialzation.
This is what I have working so far:
True form spell: turns the pc into an arcane horror (not a shapeshift!). This does have the side effect of the arcane horror doesnt seem to be able to do ranged attacks even though the player has a ranged attack equiped. The armor and missle dodge bonus are working with this modal nicely.
Devour soul spell: Made a copy of drain life and made my own that packs a little more punch and also heals mana based on the damage done.
Spirit shield: This is the tricky one. May need to override rules_core in order for it to work like I want. (if you get hit by spirit damage it heals mana instead of hurts you).
DemiLich: Passives are easy to code in and this is working well.
Decreased heal effect. Overrode effect_heal_h and recompiled rules_core to get my changes in. Works well just the way I want it. Having true form and spirit shield make healing worthless except for devour soul spell (or the blood healing since that also has the blood magic heal flag set, which is fine).
This is what I have working so far:
True form spell: turns the pc into an arcane horror (not a shapeshift!). This does have the side effect of the arcane horror doesnt seem to be able to do ranged attacks even though the player has a ranged attack equiped. The armor and missle dodge bonus are working with this modal nicely.
Devour soul spell: Made a copy of drain life and made my own that packs a little more punch and also heals mana based on the damage done.
Spirit shield: This is the tricky one. May need to override rules_core in order for it to work like I want. (if you get hit by spirit damage it heals mana instead of hurts you).
DemiLich: Passives are easy to code in and this is working well.
Decreased heal effect. Overrode effect_heal_h and recompiled rules_core to get my changes in. Works well just the way I want it. Having true form and spirit shield make healing worthless except for devour soul spell (or the blood healing since that also has the blood magic heal flag set, which is fine).
#6
Posté 18 janvier 2010 - 01:07
I see the fear effect in effects.xls, but there doesnt seem to be any fear code or applyfeareffect at all in the game. The only thing I can see that may be useful is EffectAIModifier(int), but I have no clue what int it is expecting. Any info on this would be good.
EDIT:
DUHH... Just found the code for Horror and it coundnt be more simple Effect(EFFECT_TYPE_FEAR) makes a fear effect.
EDIT:
DUHH... Just found the code for Horror and it coundnt be more simple Effect(EFFECT_TYPE_FEAR) makes a fear effect.
Modifié par shennessy, 18 janvier 2010 - 01:24 .
#7
Posté 18 janvier 2010 - 03:27
Ok so I am almost done all the 2da edits and script changes, its all working out almost 100% to the design which is nice. The one thing left is to add a new specialization that shows up on the level up screen. I havent yet looked into how to do this but I am concerned. The UI looks to only have room for 4. Is it even possible to have more than 4? Do I need to wait for a patch to allow a scrollbar in that area to add more? Anybody have any experience in adding a brand new specialization?
Thanks,
Shane
Thanks,
Shane
#8
Posté 18 janvier 2010 - 04:12
You probably do have to wait for a patch if you don't want to replace an existing specialization, but that is at least likely to be patched in the next 2-3 months.
Modifié par Craig Graff, 18 janvier 2010 - 04:12 .
#9
Posté 18 janvier 2010 - 04:19
Thanks for the quick response Craig. Bummer this didnt get put into 1.0 release, but I can understand why.
#10
Posté 19 janvier 2010 - 01:54
Finished all the coding for the lich spells last night. Except for one item; stun immunity.
I know the indomitable talent gets stun immunity but I dont see how. Its not a passive in the 2da, its not in talent_modal.nss its not in effect_stun_h. I dont see any effect or function that gives immunity to stun. I just dont see it anywhere. I dont see anything in the 2das that indicate stun immunity, its very strange. Anybody know anything about giving the player stun immunity?
Thanks
I know the indomitable talent gets stun immunity but I dont see how. Its not a passive in the 2da, its not in talent_modal.nss its not in effect_stun_h. I dont see any effect or function that gives immunity to stun. I just dont see it anywhere. I dont see anything in the 2das that indicate stun immunity, its very strange. Anybody know anything about giving the player stun immunity?
Thanks
#11
Posté 21 janvier 2010 - 12:11
shennessy wrote...
Thanks for the quick response Craig. Bummer this didnt get put into 1.0 release, but I can understand why.
I tried bribes and threats, but yet it still didn't go in. Even
edit: look in core_h.nss on line 1517 onwards. Indomitable sticks stun immunity in there.
Modifié par fluffyamoeba, 21 janvier 2010 - 12:47 .
#12
Posté 21 janvier 2010 - 01:51
Ahh thanks fluffy!





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