Jump to content

Soulforged

Members
  • Posts

    6
  • Joined

  • Last visited

Everything posted by Soulforged

  1. I did that. That particular event escapes the scope that you can see from a module extending Single Player. I supposed as much about extending Core, but I could not see any other way. Overriding the handler script on engineevents.gda doesn't work either.
  2. I have a simple question: Can you make your module extend "Core game resources" and still have it handle events in a custom event script? I ask this because I'm trying to get a few things done, one of them is letting the player access the party picker from any area. I got it to work by overriding one of the core scripts (area_core) and making a modification to the EVENT_TYPE_AREA_SPECIAL. However when I tried to make the same thing (capturing that event and handling it, the same way) in a custom script the same event could never be captured, I cannot tell the reason yet. Then I made my module extend "Core game resources" (it was extending "Single Player" as you can deduce by now) and tried the same thing with a custom script, it didn't work. I modified the script to react to the EVENT_TYPE_MODULE_LOAD in addition to the other events, but nothing happened either. That's the reason I ask.
  3. Well I wouldn't call it anoying, without it you could easily become a demigod, but glad you got it working. :thumbsup: On the specialization thing: - Modify the value on properties.xls. - Go to the exptable and observe the specialization points column. You'll notice that it seems to record the accumulated points you can get up to a certain level. So if you want more than 2 spec points, I suppose you can go ahead and put more than 1 for any level. So lets say that you decided to award those points on the same levels they're given right now, then one thing you could do is modify the 2 points accumulated at level 14 and put 3 points. This will mean that you will have up to three spec points when you reach the specified level (in this case 14).
  4. Have you looked up and modified "properties.xls"? If you didn't, then go to the properties worksheet and look for the Experience attribute, this is another limitant factor. Also on the exptable you should a see column filled with floats, I'm not sure about its function yet, but I can bet that's a multiplier for the XP you get for each kill (and maybe quests too), so if level 25 still has that multiplier on 0.0 you'll not receive any XP.
  5. Ok, I got it to work, it was easier than I first imagined. It seems that the developers did a fine job getting engine concerns relaxed by externalizing certain properties to "properties.gda". Instead of working with scripts, which in fact achieves nothing, one should touch that file (of course working with the XLS version). It appears that contrary to what the wiki says in http://social.bioware.com/wiki/datoolset/i...hp/Combat_Rules the critical multiplier is still a ranged attribute, and the only way for it to work as a constant is to put the lower bound and the upper bound to the same level. On another note I also got to nullify the regeneration rate by modifying that file. Kudos to the developers right there, and I should have read the wiki earlier.
  6. Hi, I've recently been trying to modify the power of criticals, I wish I could have more information on how they work, but I don't, therefore I'm currently searching through the scripts, since critical factors are all in them and not associated directly to a weapon (except for the occurance change). On one script, namely: core_h, there's a constant: const float COMBAT_CRITICAL_DAMAGE_MODIFIER = 4.5f; // critical hits increase damage by up to this factor. For what I've seen this value is used to calculate the critical multiplier (since the multiplier itself seems to be the result of a calculation). If anyone goes to the file in question you will notice that the only thing I did was modify that constant value, from 1.5f to 4.5f. Then I fetched the ability_core script and compiled it. I proceeded to gather all the scripts exported to toolexports in the override and erased the ones I didn't need. Then I moved the remaining scripts to the override folder (I don't know if this is necessary). I expected this to work, but as anyone can guess by the title the change in the script did not affect anything inside the game, or at least that's what it seems. To test its effects I chose a dalish elf rogue and proceeded to backstab the first wolves I encountered, but the damage never surpassed the 12 points, which is nowhere near the result I expected. The question here is if someone tried to mess with the criticals and had any success, or if someone knows if I did something wrong in the process of deployment. Salutes. Topic moved to more appropriate forum. -myrmaad
×
×
  • Create New...