xZaorish Posted February 17, 2017 Share Posted February 17, 2017 Hello, I was trying to make some improvement to two-handed talents and to add this talents to rogue class. But as it's mine first mode I get some problems, hope someone will help me. Please sry for my bad English. 1. Stunning BlowsWant to increase its chance from 50 to 100 percents. In Core Include -> combat_damage.h have commented following line if(RandomFloat()<0.5) 2. DestroyerWant to make it proc on every hit. In Core Include -> combat_damage.h have taken out destroyers code from crit check if (nAttackResult == COMBAT_RESULT_CRITICALHIT) 3. Critical StrikeWant to make it work on bosses with health level <20% and on all other enemies with hp<50%. Add additional const in talents->talent_constants_h.nss const float CRITICAL_STRIKE_DEATHBLOW_PERCENTAGE_SEC = 0.5f; After this, make a little change in talents->talent_singletarget.nss if (IsCreatureBossRank(stEvent.oTarget) && ((fCurrentHealth / fMaxHealth) <= CRITICAL_STRIKE_DEATHBLOW_PERCENTAGE)) { // kill the creature fDamage = fCurrentHealth + 1.0f; nResult = COMBAT_RESULT_DEATHBLOW; } else { if (!IsCreatureBossRank(stEvent.oTarget) && ((fCurrentHealth / fMaxHealth) <= CRITICAL_STRIKE_DEATHBLOW_PERCENTAGE_SEC)) { // kill the creature fDamage = fCurrentHealth + 1.0f; nResult = COMBAT_RESULT_DEATHBLOW; } else { // normal damage fDamage = Combat_Damage_GetAttackDamage(stEvent.oCaster, stEvent.oTarget, oWeapon, nResult, 0.0); } } 4. Powerful SwingsWant to add attack speed bonus to this talent. Made additional constant in talent->talent_constants_h.nss const float POWERFUL_SWINGS_ANIMATION_SPEED_INCREASE = -0.4f; And add additional effect in talent->talent_modal.nss eEffects[2] = EffectModifyProperty(PROPERTY_ATTRIBUTE_ATTACK_SPEED_MODIFIER, POWERFUL_SWINGS_ANIMATION_SPEED_INCREASE); 5. Lethality (rogue talent)I want this talent to use summ of cunning and strength, instead of choosing highest of them. commented check line in core_h.nss if (GetAttributeModifier(oCreature, nAttribute) < GetAttributeModifier(oCreature, PROPERTY_ATTRIBUTE_INTELLIGENCE))" and add nAttribute = PROPERTY_ATTRIBUTE_STRENGTH+PROPERTY_ATTRIBUTE_INTELLIGENCE; 6. To add warrior's two-handed talents to rogue I take copy of Source\2DA\AlWarrior_Default.xlshave deleted all lines except two-handed talents and changed thay IDs for some biger numbers and rename file to alrogue_default_twohanded.xlsSo I get file looking like ID TalentID TalentLabel ...int int comment ...2000 3 CRITICAL_STRIKE2001 3032 DESTROYER... After this I use ExcelProcessor and get .GDA file which I placed to override folder. And here comes my problems: First - some script files refuses to compile (all *_h.nss files I believe).I was trying to do this by:1. Open Local Copy2. Make some changes3. Save All/Compile script buttonsSo when I placed these files to override, they seems not to work... Second - seems like I did something wrong with .GDA file too, perhaps I should use another .xls not AlWarrior_default? Coz, no new skills have appear on rogues talent page. Link to comment Share on other sites More sharing options...
Qwinn Posted February 17, 2017 Share Posted February 17, 2017 (edited) Hullo. For problem 1, all _h files are includes used in complete scripts, not complete scripts in and of themselves. To find out what scripts include it, look up the _h script, right click on it and click "Properties", then look in the "Referenced by" tab. You'll need to recompile those scripts (just exporting them should be enough, no need to check out or anything). For problem 2, I haven't worked with GDA files much but I doubt what you're trying to do can work. I would be surprised if the total number of talents viewable on the talent page wasn't hardcoded. It's not that you can't technically add a talent with what you're doing, it's that the GUI displaying the talents can't display an additional talent (I'm not positive of that, I'm just saying that'd be my guess as to why you can't see them). You MIGHT be able to get it to work by *replacing* an existing talent with your new talent, but even that could wind up breaking things all over the place, I wouldn't recommend the attempt without at least doing a complete backup first. And frankly, I give that about a 2% chance of working without some major recoding... I'd expect the likely result would be that it might look like your new talent on the talent page but behave like the old talent that used to occupy its position. Edited February 17, 2017 by Qwinn Link to comment Share on other sites More sharing options...
xZaorish Posted February 28, 2017 Author Share Posted February 28, 2017 Qwinn thx for your respond it was helpful, seems like compiling files works fine now, but I actually get another strange problem. I was working on Lethality talent, I made some changes it its code, because my previous idea was wrong.I use core_h and rules_core.ncs override. It seems to work, but:1. Before any modding my test rogue has 25.2 dmg in stat ("C" button) and inventory ("I") pages.2. With mode it still shows 25.2 in stat page ("C").3. If I go to my inventory and re-equip weapon it changes to 30,4! Seems like mod working...4. But if I open stat page it will go back to 25.2 again. Any ideas why it happens and how to fix it? Link to comment Share on other sites More sharing options...
xZaorish Posted February 28, 2017 Author Share Posted February 28, 2017 Have solved the problem with two-handed skills on rogue.Made one additional .GDA file from Abi_Base.xls in which I change "prereqability" for Pommel Strike, Sunder Weapon and Mighty Blows from 4022 (Warrior) to 0 (Anyone). Link to comment Share on other sites More sharing options...
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