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adding analyze skill to the game.


1 réponse à ce sujet

#1
gordonbrown82

gordonbrown82
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  • 544 messages
i'm going to add four new stills to the game. one is going to be called analyze. the way i want it to work is that the player should be able to click on its icon and then use it on an object and get some sort of information from that object depending on the skill level of the player, perhaps also depending on cunning and other values.
i can add a new spell to the game and could probably add a new talent but i'm not sure about how to script a spell like this.

#2
DavidSims

DavidSims
  • BioWare Employees
  • 196 messages
Are you hopping to add this to the main game, or your own module? There are a lot of objects in the main game, and writing analys outcomes for all of them is going to be a huge amount of work.



You're going to have to decide of the data is stored on the creature, or in the ability. I'd say storing it on the creature is a better aproach, but would mean editing every area in the main game, if that's what you wanted to do.



If the data is on the creature, add a few rows to var_creature.xls. You'll need strings for each outcome you want, plus maybe an integer for difficulty. In the ability script, get the difficulty, do the check and then somehow display the text of the outcome.



The other way would be to put it all in a giant script and branch of the tag of the creature. I wouldn't normaly recomend this, but it saves you having to edit anything other than your script if you're adding this to the main campaign. You may run up against some performance issues or a maximum script size, so you'll have to find some way to break it up. Perhaps checking what plot the player is in, then launching a different event script based on that.



As for actualy adding the skill, I can't help you too much there because I haven't played with that system yet.