Aller au contenu

Photo

Create a new activated feat with no spellid


  • Veuillez vous connecter pour répondre
4 réponses à ce sujet

#1
psiiijay

psiiijay
  • Members
  • 258 messages

I'm creating some new feats that I want the player to choose from - for starters I wanna create a new throwing & disarming feat with a custom animation - I know how to script and edit 2da files but I don't want this new skill to be "cast" like a spell as it is a combat skill and uses animations from the script I want to fire. I looked in feat.2da and I don't see a way to fire a script for a feat without using spellid.. How can I do that? 

I saw that disarm for example does not have spellid so I guess there is another way to fire a script... 



#2
Dann-J

Dann-J
  • Members
  • 3 161 messages

Feats that don't fire scripts (such as those on the combat mode bar)  appear to be hardcoded. I suspect any new activatable feat would have to use a spell script.



#3
kevL

kevL
  • Members
  • 4 061 messages
or maybe a custom gui that calls the script directly

#4
psiiijay

psiiijay
  • Members
  • 258 messages

But so I guess using the spellid is not actually "casting" the spell? It just fires the script - If not how does the ninja's ghost step work without animations?

 

kevL : or maybe a custom gui that calls the script directly 

How do you work this?


#5
kevL

kevL
  • Members
  • 4 061 messages
I had a look at Ninja's Ghost Step.

FeatID 3647 maps to FeatID 3617 for uses (not sure if that's important for stopping the animations or not). Notice it's marked
- isActive
- Instant

Ghost Step references SpellID 2049.
- ImpactScript 'cmi_s2_ninjagstep' : applies effect Invisibility (etc)
- TargetType 0x01 (target self)
- HostileSetting 0
- TargetingUI 0

I notice it has casting animations & sounds ascribed, but those don't play. IG my char went invis and that was it.

regarding Guis:
see the wiki
and read Lance's tutorial