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algun

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  1. I solve my problem with detect and disarm trap and I think your problem is the same If i was you I will try that. 1: Don't touch core_h and placeable_h 2: Create a new script call by exemple newskill_core_h with the NEW GetDisableDeviceLevel function. See that i put NS add the and of the name's function because we need a new function and no an override function. And just remove the rogue condition (the 3 lines with //) don't replace ABILITY_TALENT_HIDDEN_ROGUE by ABILITY_SKILL_LOCKPICKING_1 because I think it doesn't work if you have lockpicking lvl 2 (but maybe I've wrong) #include "log_h" #include "effect_constants_h" #include "2da_data_h" #include "core_difficulty_h" float GetDisableDeviceLevelNS(object oCreature) { float fPlayerScore = 0.0f; // if (HasAbility(oCreature, ABILITY_TALENT_HIDDEN_ROGUE)) // { fPlayerScore = GetAttributeModifier(oCreature, PROPERTY_ATTRIBUTE_INTELLIGENCE); #ifdef DEBUG Log_Trace(LOG_CHANNEL_SYSTEMS_PLACEABLES, GetCurrentScriptName(), "Intelligence Modifier = " + ToString(fPlayerScore)); #endif int nSkillLevel = 0; if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_4)) { nSkillLevel = 4; } else if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_3)) { nSkillLevel = 3; } else if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_2)) { nSkillLevel = 2; } else if (HasAbility(oCreature, ABILITY_SKILL_LOCKPICKING_1)) { nSkillLevel = 1; } fPlayerScore += (10.0f * nSkillLevel); #ifdef DEBUG Log_Trace(LOG_CHANNEL_SYSTEMS_PLACEABLES, GetCurrentScriptName(), "With Skill = " + ToString(fPlayerScore)); #endif // } return fPlayerScore; } You need also modify placeable_h and probably placeable_core. I can't help you now because i haven't this scripts here (i'm at work... :P) I can help you tomorrow for next steps
  2. news about this project? I work on a mod with some part similar and I have.... some problems :P So if you already do the job...
  3. Hello all I try to make a mod to all class can detect an disarm trap. I make a new player_core with my own sys_trap_h and core_h Detection is OK But each time i try to disarm i have a failure. I try to change Trap_GetModifiedScore(sys_trap_h) and GetDisableDeviceLeveltfa(core_h )with other value but.... always a failure int Trap_GetModifiedScore(object oCreature) //GDE Modified SKILL LOCKPICKING BY TRAPS { float fAbility = 0.0f; if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_1)) //GDE ABILITY_SKILL_LOCKPICKING_1 fAbility += 1.0f; if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_2)) //GDE ABILITY_SKILL_LOCKPICKING_2 fAbility += 1.0f; if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_3)) //GDE ABILITY_SKILL_LOCKPICKING_3 fAbility += 1.0f; if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_4)) //GDE ABILITY_SKILL_LOCKPICKING_4 fAbility += 1.0f; fAbility *= GDE_ALLCLASS_SKILL_BONUS; fAttribute += GetAttributeModifier(oCreature, PROPERTY_ATTRIBUTE_INTELLIGENCE); float fLevel = IntToFloat(GetLevel(oCreature)); float fScore = fAbility + fLevel; Log_Trace(LOG_CHANNEL_SYSTEMS_TRAPS, "sys_traps_h.Trap_GetModifiedScore", "(Ability + Attribute + Level) = (" + FloatToString(fAbility, 3, 1) + " + " + FloatToString(fAttribute, 3, 1) + " + " + FloatToString(fLevel, 3, 1) + ") = " + FloatToString(fScore, 3, 1));; return FloatToInt(fScore); } float GetDisableDeviceLeveltfa(object oCreature) { float fPlayerScore = 0.0f; // if (HasAbility(oCreature, ABILITY_TALENT_HIDDEN_ROGUE)) disable ROGUE only function // { fPlayerScore = GetAttributeModifier(oCreature, PROPERTY_ATTRIBUTE_INTELLIGENCE); #ifdef DEBUG Log_Trace(LOG_CHANNEL_SYSTEMS_PLACEABLES, GetCurrentScriptName(), "Intelligence Modifier = " + ToString(fPlayerScore)); #endif int nSkillLevel = 0; if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_4)) //GDE ABILITY_SKILL_LOCKPICKING_4 { nSkillLevel = 5; } else if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_3)) //GDE ABILITY_SKILL_LOCKPICKING_3 { nSkillLevel = 4; } else if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_2)) //GDE ABILITY_SKILL_LOCKPICKING_2 { nSkillLevel = 3; } else if (HasAbility(oCreature, ABILITY_SKILL_TRAPS_1)) //GDE ABILITY_SKILL_LOCKPICKING_1 { nSkillLevel = 2; } fPlayerScore += (10.0f * nSkillLevel); #ifdef DEBUG Log_Trace(LOG_CHANNEL_SYSTEMS_PLACEABLES, GetCurrentScriptName(), "With Skill = " + ToString(fPlayerScore)); #endif // } return fPlayerScore; } If someone has an idea... Thanks
  4. No reply. Ok I try to explain my problem by another way. I want make a talent to use cunning attribute to satisfy the strength requirement to equip items Thanks
  5. Combat Magic have a passive part to use magic attribute to satisfy the strength requirement to equip items. It's not in the abi_base.xls (I think) and i don't find the script who do that Can someone explain how it works?
  6. I can't make new ability for arcane warriors. But I think I can take ability in warriors class en put these ability in the arcane warriors specialisation I have already do that with the taunt and an ability to increase hi chance Arcane_War say me what ability you want
  7. I'm just stupid... I haven't rename the case "case ABILITY_TALENT_TAUNT" with the name of my spell.... Sorry. thanks angryman SD: void _ApplySpellEffects(struct EventSpellScriptImpactStruct stEvent, object oTarget) { float fScaledValue; effect eEffect; switch (stEvent.nAbility) { case ABILITY_TALENT_TAUNT: { // if hostile if (IsObjectHostile(stEvent.oCaster, oTarget) == TRUE) { float fThreat = TAUNT_THREAT_INCREASE; if (HasAbility(stEvent.oCaster, ABILITY_TALENT_FRIGHTENING) == TRUE) { fThreat += FRIGHTENING_TAUNT_BONUS; } SetLocalInt(oTarget, AI_THREAT_TARGET_SWITCH_COUNTER, 0); AI_Threat_UpdateCreatureThreat(oTarget, stEvent.oCaster, fThreat); } break; } } } This is the script for the spell. Others fonction are generic to apply spell effect
  8. hello, I try to put the warrior's taunt in the arcane warrior template and I think i have a problem with the script. - I have the taunt icon in the arcane warrior template - I have the visual effect when I cast - ... Mobs stay on my followers :( If someone can help me
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