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nss startingconditional error


Quorwyf

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I'm attempting to edit a nss from the Single Weapon talents for AWs mod (http://www.nexusmods.com/dragonage/mods/3479) and i'm running into an issue.

 

Compiling the nss always returns a "Script must contain either a main or StartingConditional" error

#include "2da_constants_h"      
#include "utility_h"
 
const int SINGLE_WIELD_ACTIVE_2 = 999300049;
const int SINGLE_WIELD_SUSTAINED_2 = 999300048;
const int SINGLE_WIELD_ACTIVE = 999300047;
const int SINGLE_WIELD_SUSTAINED = 999300046;
const int SINGLE_WIELD_ACTIVE_2_M = 999300053;
const int SINGLE_WIELD_SUSTAINED_2_M = 999300052;
const int SINGLE_WIELD_ACTIVE_M = 999300051;
const int SINGLE_WIELD_SUSTAINED_M = 999300050;
//const float SW_ACTIVE_AP_BONUS = 8.0;
//const float SW_ACTIVE_DMG_MULTIPLIER = 0.9;
//const float SW_SUSTAINED_AP_BONUS = 8.0;
//const float SW_SUSTAINED_ATTACK_BONUS = 10.0;
//const float SW_SUSTAINED_DEFENSE_BONUS = 5.0;
//const float SW_SUSTAINED_ATTACK_SPEED_BONUS = -0.15;
//const float SW_SUSTAINED_2_DAMAGE_BONUS = 10.0;
//const float SW_SUSTAINED_2_MISSILE_DEFENSE_BONUS = 15.0;
//const float SW_SUSTAINED_2_DEFENSE_BONUS = 8.0;
//const float SW_SUSTAINED_2_ACTIVE_DAMAGE_BONUS = 1.5;
//const float SW_SUSTAINED_2_ACTIVE_2_DAMAGE_BONUS = 1.4;
//const float SW_ACTIVE_2_DMG_MULTIPLIER = 1.3;
//const float SW_SUSTAINED_SPELL_RESIST_BONUS = 10.0;
//const float MAX_ATTACK_SPEED = 0.54;
 
int IsSingleWielding(object oTarget)
{
    int set = GetActiveWeaponSet(oTarget);
    object oMain = GetItemInEquipSlot(INVENTORY_SLOT_MAIN, oTarget, set);
    object oOff = GetItemInEquipSlot(INVENTORY_SLOT_OFFHAND, oTarget, set);
    
    if ((GetItemType(oMain)==ITEM_TYPE_WEAPON_MELEE)&&(GetItemType(oOff)==ITEM_TYPE_INVALID))
        if (!(IsMeleeWeapon2Handed(oMain))) 
            return TRUE;
    if ((GetItemType(oOff)==ITEM_TYPE_WEAPON_MELEE)&&(GetItemType(oMain)==ITEM_TYPE_INVALID))
        return TRUE;  
        
    return FALSE;
            
}

Everything above is copied from the "single_wield_h" source file included in the mod aside from the ability id changes. What do I need to change?

Edited by Quorwyf
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