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Elemental effects on fists?


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6 réponses à ce sujet

#1
Kesaru

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So I've made a couple of posts in the recent past on help requests for a melee mage specialization I've been working on, and I've decided now that it'll be a hand-to-hand fighter.
I've gotten it to work pretty easily actually by creating a new claw (creature) weapon that gets added to the player when activating the ability which allows fist fighting.

I've also added spirit damage to the weapon for the cool little magical explosion whenever you punch someone. A side effect of this is that the character's whole body glows with the effect that a normal weapon with spirit damage would. It'd be really easy to remove entirely by just changing a value in the weapon type, but it actually looks really cool. The problem is that the effect is too... intense for something that will be active most of the time.

So here's what I need to know; does anyone know how I could get the spirit effect to appear only on the character's fists rather than the whole body?
I have a hunch that may be impossible as long as it's a creature weapon rather than a real one, but using a creature weapon is the only way to get the character to use the hand-to-hand attack animations.

Modifié par Kesaru, 27 février 2010 - 07:19 .


#2
Nattfodd

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I think you have to create it by yourself with the FX editor.
Have you seen how is configured "Marjolaine" (Leliana quest)? She attacks you with fists, if i remember well.

Modifié par Nattfodd, 03 mars 2010 - 02:15 .


#3
Kesaru

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I already know how to get fist-fighting to work, that part was easy. All you have to do is add a creature weapon to the player.



As for adding the magic glow to fists, I think I may be able to do that through a maintained/modal ability vfx; many conjure vfxs cause that exact effect I'm looking for.

#4
Nattfodd

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What is a "creature weapon"?

#5
Kesaru

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Nattfodd wrote...

What is a "creature weapon"?

There's another character slot that isn't visible in the UI. It's the slot for a "creature weapon". All creatures such as wolves, spiders, demons, Dog, Shale etc have a creature weapon which allows them to still deal damage and be affected by weapon spells like Flaming Weapons or Haste without actually having a weapon equipped.
A creature weapon is just like any other weapon in it's structure, except that it has no appearance and is assigned to the special creature slot.
If you want a humanoid character to fight effectively bare-handed all you have to do is give them one of the creature weapons, but I created a new one entirely to get the exact effects I wanted.

This method seems to work so effectively that not even using Shapeshifting, which adds and removes other creature weapons, seems to mess with it. You're old creature weapon seems to be replaced for the duration of the transformation so that you only have the intended effects in that form, and you somehow get the proper one back again when the form ends.
The only issue I know of is that if you have a -attack time modifier on the creature weapon (the same thing that makes a dagger faster than a claymore, which is found in BITM_base.2da), which most would need to prevent you from having a terribly slow attack speed, then that speed boost for some reason gets added to any melee weapon you equip on top of it's normal speed settings, making them much faster than they should be.

Modifié par Kesaru, 04 mars 2010 - 06:59 .


#6
Nattfodd

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Thanks,

there is a list of these weapons somewhere?

#7
Kesaru

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Yeah, go into the toolset and select the Items button, then open _Global, Creature Weapons. That's the list of all the creature weapons in the game.