What character class of NPC would you like to see made?
#81
Posted 13 March 2007 - 02:08 PM
If that isn't enough and the weapon gets lost or sold anyway, then bad luck for the player. Personally I like to be pointed in the right direction with something and I like weapons with history and connection to a character, however I don't like too much hand-holding.
Also it can be possible I think to have the item be worthless or worth little to sell. I don't like the idea of the weapon being unmovable.
#82
Posted 13 March 2007 - 03:06 PM
I always check when giving nicknames.
AH! ^.^ S'fine. Just out of curiosity, have you seen me or Chipmunk use it, or did that nickname just suggest itself?
If you interpret unmovable to mean that the item can never be removed, I really do not want to think about attempting to function with a scimitar or some such permanently glued to your hand. Must make it tough to wash your hair, among other things. And buttoning a shirt could be fatal!
More or less a tamer version of my point ^.^
LOL! Hmm, I am getting to thinking that
If you make the weapon droppable but not powerful enough for the whole game, with the intention of it being upgraded later, arent you running the risk that the PC is going to give her a different weapon and when you do the upgrade, cause him/her to lose a weapon they wanted to hang on to?
Is there a way to code it so that if the PC has changed her weapon, it will be placed in inventory BUT if s/he hasn't then it will simply be upgraded?
Yes, actually. An individual item can't be "upgraded"; rather, the original and upgraded versions of an item are two separate files (you can see this for yourself looking at some of the upgradeable weapons in TOB: the +3 version of the Axe of the Unyielding is AX1H14.itm, and the +5 upgraded version is AX1H15.itm). When a weapon is "upgrade" what really happens is that a script removes any copies of the original item, and adds the upgraded version item to the character's inventory. So, no need to worry about overwriting other items and whatnot (unless you specify the new item be created in a particular weapon slot, in which case it might). I don't, unfortunately, know the code for this. I'd bug SConrad about it.
"Tyranny is a quiet thing at first, a prim and proper lady pursing her lips and shaking her head disapprovingly, asking, well what were you doing (wearing that dress, walking home at that hour, expressing those inappropriate thoughts) anyway? It's subtle and insidious, disguised as reasonable precautions which become more and more oppressive over time, until our lives are defined by the things we must avoid. She's easy enough to agree with, after all, she's only trying to help -- and yet she's one of the most dangerous influences we face, because if she prevails, it puts the raping, robbing, axe-wielding madmen of the world in complete control. Eventually they'll barely need to wield a thing, all they'll have to do is leer menacingly and we fall all over ourselves trying to placate them." -godlizard
#83
Posted 13 March 2007 - 07:20 PM
On the whole note of selling unique, one person only items. I'm willing to bet most won't. I only once sold Anomen's shield and that was when I planned to play the whole game without him.
"She was a fire, and I had no doubt that she had already done her share of burning." - Lord Firael Algathrin
"Most assume that all the followers of Lathander are great morning people. They're very wrong." - Tanek of Cloakwood
we are all adults playing a fantasy together, - cmorgan
#84
Posted 14 March 2007 - 02:08 AM
Yes, actually. An individual item can't be "upgraded"; rather, the original and upgraded versions of an item are two separate files (you can see this for yourself looking at some of the upgradeable weapons in TOB: the +3 version of the Axe of the Unyielding is AX1H14.itm, and the +5 upgraded version is AX1H15.itm). When a weapon is "upgrade" what really happens is that a script removes any copies of the original item, and adds the upgraded version item to the character's inventory. So, no need to worry about overwriting other items and whatnot (unless you specify the new item be created in a particular weapon slot, in which case it might). I don't, unfortunately, know the code for this. I'd bug SConrad about it.
Or, I could just show you how I replace one item with another.
Never mind the dialogue. It really *really* depends on context. But I thought it might be more helpful to see it actually being used as part of a dialogue state. For an item upgrade, you might do the same thing as part of a dialogue with Cromwell.
The part you want to look at is the TakeItemReplace("ItemGiven","ItemTaken",Object). If the object, "B!GAVIN" in this case, but it could have been Player1, has the item taken in inventory, the item given would be created in the same inventory slot, *but not equipped*, if it is a weapon. If the item taken is *not* in inventory, the item given will be created in the first available backpack inventory slot.
IF ~~ THEN BEGIN BGavLT22.1a.1a.2a.3c.1b SAY ~*gulp* As you wish.~ ++ ~*remain silent*~ DO ~SetGlobal("B!GavinFinger","GLOBAL",1) SetGlobal("B!DisableFlirts","GLOBAL",1) IncrementGlobal("B!GavinOffend","GLOBAL",1) ApplyDamage("B!GAVIN",2,CRUSHING) TakeItemReplace("B!HAND","B!GAVRNG","B!GAVIN")~ + BGavLT22.1a.1a.2a.3c.1b.1 ++ ~What are you doing with that axe? That's the one we use for firewood.~ + BGavLT22.1a.1a.2a.3c.1b.2 END
"Imagination is given to man to console him for what he is not; a sense of humor, for what he is." - Oscar Wilde
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#85
Posted 18 March 2007 - 05:27 PM
Thank you very much for taking the time to show me this coding. I think that this is indeed how I will solve my little problem!
Unfortunately, I need to take some time away from modding at this time due to some medical issues, but I will be back to finish this project up so everyone can enjoy it as soon as I can!
Peace
Keldon