
Death variables and those equipment slots
#1
Posted 30 June 2009 - 08:52 AM
If this could be made tweakable in some format it could make modifying the game easier, or at the very least allow for more options. Have you or scient run across anything relating to this?
#2
Posted 30 June 2009 - 11:46 AM
Edited by scient, 30 June 2009 - 11:48 AM.
Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.
#3
Posted 30 June 2009 - 12:29 PM
-What innate abilities the character can have (which oddly includes thief skills from the radial menu, limiting them to only Nameless and Annah as a result)
-What equipment slots the character has available (i.e. Morte having none, Nameless's eye socket slot etc)
What I'm trying to accomplish is some way to modify the equipment slot setups tied to the identifier string, so I'm not absolutely stuck with a character with no equipment slots at all if I want them to be able to use two innate abilities. I really hope that I explained that well...
#4
Posted 30 June 2009 - 01:01 PM
Edited by scient, 30 June 2009 - 01:02 PM.
Those interested in the classic TBS game Sid Meier's Alpha Centauri / Alien Crossover should check out the unofficial patch I work on here.
#5
Posted 30 June 2009 - 02:16 PM
Not sure what I can intelligently add at this point.
Qwinn
#6
Posted 01 July 2009 - 12:00 PM
As for getting it to be handled in the CRE, it can be at least set up to be done. From 0x74 to 0x82, these values are never used. They were labeled "Unused Proficiency Slot" because at the time the script actions relating to proficiencies could modify them, though it was later discovered that the actions themselves were broken in that they had no cap (which isn't a bad thing). With some work though you could fit the equipment slot flags into here, making it easier to modify them on the fly?
EDIT: Just noting I do realize how farfetched that sounds, though it does seem likely to offer the smoothest option in this case, simultaneously fixing the issue of characters without one of those 8 strings having no shown equipment slots (a major issue for anyone trying to develop additional PCs for PST).
(Side note, the proficiency actions having no cap being a good thing? It's because you can use it as a workaround to modify values in the CRE on the fly you normally couldn't without that)
Edited by Kung Fu Man, 01 July 2009 - 12:10 PM.