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Pheelon

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Everything posted by Pheelon

  1. other than you and me (via trying to help you out) it seems not (or they are just shy :S) well, anyway i'll keep you posted - still haven't had time yet to look over your last build :S
  2. As for Stamina Potions - there aren't any ingame - there is a Mod to add them (http://www.dragonagenexus.com/downloads/file.php?id=144) but atm it "just" adds the recepies and the potions + adds ehm to the camp vendor. I am working on a way to add stuff to the treasure system - much like the way something can be added to my Bag atm - but i am still in the internal test stages (so far so good though) - not sure yet if i should add an option to make treasure reactive atm (all health/mana potion drops are)
  3. well, patching a Mod is possible - though the only way i know of would be to create a Module that extends your Mod and just contains the changed files.
  4. hmm, the Mod stores the IDs allready used in a Module-Var - that means its saved with your save-game. if you want to re-add something you just have to use a different ID in the M2DA.
  5. hehe, will do will do - really like your Back-Stoy for my Bag-Mod :) and if your looking to add somthing to a popular mod - there would be my Auo Loot one (fairly popular imo) - though no idea how to add a story or lore to that /o\
  6. afaik that is allready implemented - though only if the object is destroyable - at least thats what i remmber from skimming the core-code - i have no idea though how someone would actually do that atm... (without a mod)
  7. should be easily doable (the deactivate part) - not so sure about the check if wardens keep is installed though
  8. you could use my Mod to add the items: (no coding/module needed at all - just a M2DA-File) http://www.dragonagenexus.com/downloads/file.php?id=135 as for the not updating part: any item ingame has no connection to its ressource --> if you change any item that you allready have ingame it won't affect it as it's just a (serialized) copy of the original ressouce it was created from.
  9. Well as everything else concerning Abilitys and Items: a) Create new Entry in ABI_Base via a M2DA - copy any existing item ability to get you started, alter the script name to the one that you'll be using. b) Copy the GDA in your override directory and rstart the toolset. c) Now you should be able to select the Item-ability for your item. d) Now you have 2 choices in your script (the one you choose in the M2DA): 1) - Copy the original Effect and just change the Event-ID to your new ID as defined in the M2DA. 2) - Call the original event-script - you'd have to alter the event-id to the original-one for the spell though and maybe adjust the target etc... - bear in mind though that i didn't try this yet - it should however work that way.
  10. didn't look at your code but i want to add some remarks: 1) Be sure that your not directly overriding the core scripts but are creating a new script to handle your changed ability (just copy the core script and remove any event - switch that might be for another ability). a) You have to create a ABI_Base M2DA to do that. b) Cast Time is spezified in there as well.
  11. that would be what i wrote - buying for 50% and selling for 100% (from the merchants point of view is basicly the same as 75% and 125% - as far as margins go anyway) can look into that sometime tomorrow evening (its 23:30 for me over here atm) though better drop me a pm too - i tend to forget stuff /o\
  12. like a none pary follower? aka you can't controll him - but summon him when needed?
  13. hmm, what would be "fair" margins for your taste - and should those affect all all merchants (could be done with an any PCRCSR-Script) - like 25% and 25% - aka buys for 75% and sells for 125%?
  14. be advised though - that the current toolset can break your game if your not carefull - as some internal id's are just plain wrong
  15. i can look into that - if its stored in the skill aka (ABI_Base) itself it should be easy as well - but now i am off to work - cya tonight hmm, this is hardcoded into core_h --> not possible to safely Mod other than by overriding the whole level_up event... /* * @brief Recalculate the number of tactics slots a creature should have based * on level and skills * * @author yaron * */ void Chargen_SetNumTactics(object oChar) { int nLevel = GetLevel(oChar); int nTacticsNum = GetM2DAInt(TABLE_EXPERIENCE,"Tactics",nLevel); if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_4)) nTacticsNum +=6; else if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_3)) nTacticsNum +=4; else if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_2)) nTacticsNum +=2; else if (HasAbility(oChar, ABILITY_SKILL_COMBAT_TACTICS_1)) nTacticsNum +=1; #ifdef DEBUG Log_Trace(LOG_CHANNEL_CHARACTER,"Chargen_SetNumTactics","Number of tactics for creature " + IntToString(nTacticsNum)); #endif int nSendNotification = (nLevel == 1 ? FALSE : TRUE); SetNumTactics(oChar, nTacticsNum, nSendNotification); // Set default tactic for player when first generated only if(IsHero(oChar) && nLevel == 1) { SetTacticEntry(oChar, 1, TRUE,3 /*AI_TARGET_TYPE_ENEMY*/, 31, 2 /*AI_COMMAND_ATTACK*/); } }
  16. I am expiriencing total connection loss to the site now and again for the last couple hours (no ping, no reply, just site not found) - maybe its related somehow. Is someone playing around with the server (or the dns entrys)?
  17. i can look into that - if its stored in the skill aka (ABI_Base) itself it should be easy as well - but now i am off to work - cya tonight
  18. /o\ oO praise from above ;) thx - btw read my pm yet? edit: nm - was able to just create a new topic - though it seems i can't delete existing ones... edit2: erm - well seems i am way too tired - doesn't work at all like i though it would /o\ - ahh well now i got 3 Topics for the Mod and the Main one is named after my internal design-name... :S
  19. that would be pretty easy just adjust the experience 2DA (it has the tactic slots you get when you level in it) and done - well the exptable part: http://www.dragonagenexus.com/downloads/file.php?id=154 hf
  20. voila: A Summonable Mod-Chest (that keeps its contents even after Area-Changes) Addind items to the Chest via a simple M2DA-File - not even 1 line of code needed! http://www.dragonagenexus.com/downloads/file.php?id=135
  21. Should be easy enough - if nobody else wants to i'll create such a Mod - if possible using a new 2DA-File other modders can just expand upon. (just insert their items in a M2DA and the "Base-Mod" will do the rest - no special coding needed that way) edit: was way easier than i thought - allready got a working demo mod /o\.
  22. only packages/core works for the 2das - and only if u take the talk-table from the original game and manually edit some ids that aren't being used atm (i just took the top 4 as all of them had empty strings) thats why my mod jumped from 11k to 700k in size ;) A couple of ppl (including Me) in Social figured it finally out - and i put it into the Wiki: http://social.bioware.com/wiki/datoolset/i...#Adding_Strings
  23. only packages/core works for the 2das - and only if u take the talk-table from the original game and manually edit some ids that aren't being used atm (i just took the top 4 as all of them had empty strings) thats why my mod jumped from 11k to 700k in size ;)
  24. hmm, editing and using a blank stringid from the standard core table seems to work somehow - but that kinda sucks too as only 1 core talktable override can be active... using with my Auto Loot Mod Version 1.6 Beta atm: http://www.dragonagenexus.com/downloads/file.php?id=28
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