Aller au contenu

Photo

Persistent Aura (Which Portrait Image?)


  • Veuillez vous connecter pour répondre
12 réponses à ce sujet

#1
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

Hi,

I thought this would be simple, but it's not turning out quite as I thought. ;)

Basically, I have a persistent effect that I apply to the PCs, which all works OK ... and it adds a small icon that uses a picture resembling the "is_elementalshield.tga" icon. Now, I want to change this image, but I cannot find out what the actual image is!

 

I found the image I mention above, changed the image (kept the same file name) and dropped a copy of my version into the override folder thinking that would be it. However, there was NO CHANGE to the image on the portrait when I ran the effect again.

 

My questions are:-

 

1) Is there another image that is the same as the one above, but using a different name?

2) Am I doing this wrong?

 

The name "Persistent Aura" (TLK REF 183960) comes up when I hover over the icon, but I cannot find anything along these lines to help narrow the search down.

 

Help needed, :)

 

Cheers,
Lance



#2
Loki_999

Loki_999
  • Members
  • 430 messages

No idea about this Lance, its something i've always wondered about. I always presumed there was a 2da somewhere which listed spells and their appropriate mini-icons, until that is i noticed i could create new feats/spells and icons would still appear.

 

If someone knows the answer to this mystery, i would also be interested in hearing the answer.

 

In other words, that makes us two clueless berks. :D



#3
Psionic-Entity

Psionic-Entity
  • Members
  • 195 messages

effecticons.2da, or just look for ise_ as the prefix for images.


  • Loki_999 aime ceci

#4
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

No idea about this Lance, its something i've always wondered about. I always presumed there was a 2da somewhere which listed spells and their appropriate mini-icons, until that is i noticed i could create new feats/spells and icons would still appear.
 
If someone knows the answer to this mystery, i would also be interested in hearing the answer.
 
In other words, that makes us two clueless berks. :D


Hi Loki_999,

It looks like our desires have been answered! What P-E points to is a 2da with all those image names! Yeh! So, it just so happens there is another image (similar to the one I was looking at), but is called "ise_eleshield". So, I need to alter this image ... or direct it to my own in the 2da!
 
 

effecticons.2da, or just look for ise_ as the prefix for images.


Thanks P-E,

This looks as though it should answer the question. :)

If I don't come back, you know it did the trick, and many thanks!

EDIT: Except to say, if this works, I have found a neat way to have an pseudo "OnPerceived" event for the PC. :) I wil make a separate post about that. ;)

However, one last question:- What dictates the effecticons to display? Is it hard-coded? E.g. If I wanted to add my own line to effecticons.2da and point my own effect to it, can that be done?

Ooo ... I think EffectEffectIcon function might be useful here. :) EXCELLENT ... This works! I can define my own effect and then add my own icons and descriptions. This toolset never ceases to amaze me.

Lance.

#5
Dann-J

Dann-J
  • Members
  • 3 161 messages

That's pretty much how I implemented an exhaustion system in Isle of Shrines. The 'tired' icon (a closed eye) was already in the game, but it wasn't being used. It was just a matter of adding it to the 2DA and setting the icon when the exhaustion effect fired via the module heartbeat script. Most of the soundsets also have an exhaustion voice chat as well, so party members let you know when they're tired in their own voice.


  • 4760 aime ceci

#6
Loki_999

Loki_999
  • Members
  • 430 messages

Thanks for the info!



#7
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

That's pretty much how I implemented an exhaustion system in Isle of Shrines. The 'tired' icon (a closed eye) was already in the game, but it wasn't being used. It was just a matter of adding it to the 2DA and setting the icon when the exhaustion effect fired via the module heartbeat script. Most of the soundsets also have an exhaustion voice chat as well, so party members let you know when they're tired in their own voice.


Hi Dann-J,
 
Vigour/Tiredness is one of my own prime uses. :) Now I know how to include an effect icon, that is what I am going to add today. The "vigour" code is already in my campaign, but now I can add the icon I want when it kicks in.

I may have to take a look at your module, as it sounds as though it may have some good ideas. ;)

EDIT: Re "Exhaustion" sound sets .... What triggers the game engine to use these .... Is it the OC EffectFatigue function? I ask because I currently use my own defined tiredness functions without calling EffectFatigue. Will I need to change this to make the soundsets work?
 
Cheers,
Lance.

#8
Dann-J

Dann-J
  • Members
  • 3 161 messages

I also defined my own custom exhaustion effect (-1 to strength, dexterity and intelligence, plus a slow effect). The loop that examines party members and compares their last rest time to their projected exhaustion time (16 hours +/- constitution modifier) simply makes them speak a 'tired' voice chat when the effect is applied, via PlayVoiceChat(). The party member's soundset determines which wave file to play.

 

Most of the player-selectable soundsets have a 'tired' entry in them. Most just play a sound, but some also cause text to float above the party member's head. I imagine there's probably a STRREF column in the soundset 2DA that isn't often populated (probably because few of them are in the dialogue file).



#9
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

I also defined my own custom exhaustion effect (-1 to strength, dexterity and intelligence, plus a slow effect). The loop that examines party members and compares their last rest time to their projected exhaustion time (16 hours +/- constitution modifier) simply makes them speak a 'tired' voice chat when the effect is applied, via PlayVoiceChat(). The party member's soundset determines which wave file to play.
 
Most of the player-selectable soundsets have a 'tired' entry in them. Most just play a sound, but some also cause text to float above the party member's head. I imagine there's probably a STRREF column in the soundset 2DA that isn't often populated (probably because few of them are in the dialogue file).


Hi Dann-J,

Well, I did search for this in the toolset, but I was unable to find the VOICE_CHAT_TIRED ... can you give me further pointers? :)

Is it just an integer that's hidden from us somehow?

Cheers,
Lance.

#10
kevL

kevL
  • Members
  • 4 070 messages

hm,

VOICE_CHAT_REST #38 ( nwscript.nss )

cf. nwn2_emotes.2da, row50 VM_REST, col. "VoiceChat"



#11
Lance Botelle

Lance Botelle
  • Members
  • 1 480 messages

hm,

VOICE_CHAT_REST #38 ( nwscript.nss )

cf. nwn2_emotes.2da, row50 VM_REST, col. "VoiceChat"


Ah, that sounds promising ... Thanks KevL!

Lance.

#12
kevL

kevL
  • Members
  • 4 070 messages

cool beans, i hope it works out in some 'weird' way



#13
Dann-J

Dann-J
  • Members
  • 3 161 messages

The soundset structure hasn't changed since NWN, so all the old voice chat constants still work - provided there's an actual sound file for each chat event in the soundset:

 

http://nwn.wikia.com/wiki/VOICE_CHAT_*

 

In fact, the soundsets for the NWN henchmen are fully functional in NWN2.