Personalized items
#1
Posted 03 August 2004 - 05:46 AM
How do I make a weapon usable by only a certain character?
Also, two other unrelated questions:
When I try to change an item description or biography, the program threatens to overwrite something in dialogue.tlk. Why is that, and how can I stop it?
How can I make an item irremovable?
#2
Posted 03 August 2004 - 05:54 AM
You can't, at least not as BW does. What you can do is to flag it so that only Kensais may wield it, and to set the ability-requirements like the ones your character has. Example; if your NPC has 18/14/15/9/11/15, you set the minimum requirements to the same. Sure, an kensai PC with those stats or higher (all stats must be the same or higher) can use it, but it's better than nothing.I'm working on an NPC Kensai who, like many kensais, learns to flow with a certain blade and become one with it in combat. His particular blade happens to be a family heirloom 6 generations old, and only those born to use this blade have the expertise to weild it. Unfortunately, there's currently nothing to stop <CHARNAME> from plucking it out of his hands and taking it for himself. My NPC will then be stuck with the dreaded Lilarcor.
How do I make a weapon usable by only a certain character?
You assign the decription and itemname with weidu in the .tp2. Do NOT do this with DLTCEP or NI. This information is not stored in the item-file, but in the dialog.tlk, which you update with weidu. Do like this:When I try to change an item description or biography, the program threatens to overwrite something in dialogue.tlk. Why is that, and how can I stop it?
COPY ~Folder\itemname.itm~ ~override\itemname.itm~
SAY NAME1 ~Name of the item~
SAY NAME2 ~The exact same as the previous line~
SAY UNIDENTIFIED_DESC ~Unidentified description~
SAY DESC ~Identified description~
By flagging the "Undroppable" flag of the item with NI. (Or DLTCEP).How can I make an item irremovable?
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#3
Posted 06 August 2004 - 04:43 AM
Add a note to the item description saying that if you attempt to take this item the NPC will take it back!
But this might be going overboard as the script would have to be in baldur.bcs to take effect in every area!
Or you could make the weapon undroppable and unmovable and place it in a weapon slot. You would lose this weapon slot then as you would not be able to place any other weapons there at all!
#4
Posted 06 August 2004 - 11:40 AM
You can't, at least not as BW does. What you can do is to flag it so that only Kensais may wield it, and to set the ability-requirements like the ones your character has.
Actually, that's exactly how Bioware does it.
You could also put something in a script that causes the item to be unequipped if the character's name is not the name of your character.
You assign the decription and itemname with weidu in the .tp2. Do NOT do this with DLTCEP or NI.
Nothing wrong with adding the description with DLTCEP or NI. Just follow it up with WeiDU's --automate function. It'll work just fine.
Edited by Rastor, 06 August 2004 - 11:40 AM.
#5
Posted 06 August 2004 - 02:06 PM
Come to think of it... They do it that way, don't they?You can't, at least not as BW does. What you can do is to flag it so that only Kensais may wield it, and to set the ability-requirements like the ones your character has.
Actually, that's exactly how Bioware does it.
You could also put something in a script that causes the item to be unequipped if the character's name is not the name of your character.
If you're going to use Weidu anyway, it's a lot easier to do it with weidu. No extra steps, just plain and simple coding...You assign the decription and itemname with weidu in the .tp2. Do NOT do this with DLTCEP or NI.
Nothing wrong with adding the description with DLTCEP or NI. Just follow it up with WeiDU's --automate function. It'll work just fine.
And, I generally don't recommending updating the dialog.tlk with anything but weidu. Safest, smartest, simplest.
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#6
Posted 07 August 2004 - 03:15 AM
As for restricting an item usage, restricting by kit/class and stats isnt ideal, as stats can be drained.
It may be better to use IDS targetting, and set your item to only stay equipped for the right race/gender/general/etc, maybe even a specific.
Visit the IESDP
#7
Posted 07 August 2004 - 03:35 AM
The great wolf Fenrir gapes ever at the dwelling of the gods.
#8
Posted 07 August 2004 - 09:24 AM
Is it really the job of the mod designer to enforce good roleplay here? Part of it is that I think the custom item is an overused plot device. If I'm an evil character, why shouldn't I have the option of killing Valygar for his armor?
If the item is so much better than the goodies floating around, then that item is perhaps cheese and should be avoided.
Of course, I'm breaking this rule myself in creating race-specific armor.
#9
Posted 07 August 2004 - 01:09 PM
I was actually doing that anyways, and it completely slipped my mind that I therfore wouldn't need personalization. Thanks anyways, though.Or you could make the weapon undroppable and unmovable and place it in a weapon slot.
#10
Posted 29 September 2004 - 03:39 PM
Sillara
#11
Posted 29 September 2004 - 03:56 PM
IF Delay(6) OR(6) HasItemEquiped("solablad",Player1) HasItemEquiped("solablad",Player2) HasItemEquiped("solablad",Player3) HasItemEquiped("solablad",Player4) HasItemEquiped("solablad",Player5) HasItemEquiped("solablad",Player6) !HasItemEquiped("solablad","sola") // ~Sola~ !HasItemEquiped("solablad","solaufein") // solaufein THEN RESPONSE #100 DisplayStringHeadOwner("solablad",115130) // ~Eilistraee has taken back the Moonblade. It was for Solaufein only.~ TakePartyItem("solablad") END
and then, from the .tp2:
EXTEND_TOP ~baldur.bcs~ ~solarom/solablad.baf~
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#12
Posted 29 September 2004 - 04:12 PM
DisplayStringHeadOwner("solablad",115130)
what is the 115130? And would it need to be different for my weapon?
another possibly stupid question, actually, i'm sure it's stupid, but i don't know. can i attatch a script to a weapon? and how?
And the raven, never flitting, still is sitting, still is sitting
On the pallid bust of Pallas just above my chamber door;
And his eyes have all the seeming of a demon's that is dreaming,
And the lamp-light o'er him streaming throws his shadow on the floor;
And my soul from out that shadow that lies floating on the floor
Shall be lifted - nevermore!
Like dealing with terrorists by giving them explosives. -NotMrT
If you don't know where you're going, any road will take you there.
#13
Posted 29 September 2004 - 04:20 PM
DisplayStringHeadOwner("solablad",115130) // ~Eilistraee has taken back the Moonblade. It was for Solaufein only.~
The number is the text string that is displayed. In this case, the text is commented out (after the //) after the command, so you can see what it is.
The base format of the command is:
DisplayStringHeadOwner("itemname",string-to-display)
Edited by Stone Wolf, 29 September 2004 - 04:23 PM.
#14
Posted 29 September 2004 - 04:21 PM
And you attach the script to baldur.bcs.
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#15
Posted 29 September 2004 - 04:28 PM
Set AI Script [82] (0x0 0x0) DAKKON2
with Target= Self and Timing= While Equipped.
With this equipping effect, the script DAKKON2 becomes the override script for the character equipping the weapon.
Edited by seanas, 29 September 2004 - 04:28 PM.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#16
Posted 29 September 2004 - 04:33 PM
Khadion NPC mod - Team leader, head designer
Hubelpot NPC mod - Team leader, coder
NPC Damage - Coder
PC Soundsets - Coder, voice actor
Brythe NPC mod - Designer
DragonLance TC - Glory of Istar - Designer
The NPC Interaction Expansion Project - Writer for Cernd, Sarevok
The Jerry Zinger Show - Producer
Iron Modder 5 - Winner
#17
Posted 29 September 2004 - 04:37 PM
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#18
Posted 29 September 2004 - 04:37 PM
#19
Posted 29 September 2004 - 04:41 PM
[EDIT] although now you mention it, i've never given that weapon to anyone other than CHARNAME. i'll have to try, and see what happens... it mightn't be pretty!
[EDIT] crap. double-posting badness.
Edited by seanas, 29 September 2004 - 04:42 PM.
"A simple test of the relative merits of science and religion is to compare lighting your house at night by prayer or electricity" - A. C. Grayling
"EFF files have saves, too." - CamDawg
|| this is radio seanas || BP Series v3 || seanas at work ||
#20
Posted 29 September 2004 - 04:47 PM
Just to clarify, I was under the impression that the Assign Script effect changed the cre file (in the saved game only) to have the assigned script in the slot specified by the parameter value. I've also read that it's a permanently change, and it won't revert back to "normal" after the item is removed or the spell expires. If that's the case, then whatever script is in the override slot is de-assigned (pretty sure that's not a word, but screw it). Most (all?) NPCs have their personal script in that slot, and that's the script that controls romances, quests for the NPC, etc. Unless Assign Script attaches a script to a character without using a slot, it could essentially nuke the character.
Edited by Stone Wolf, 29 September 2004 - 04:52 PM.