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creating custom runscript commands


TSotP

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Can anyone tell me, or point me in the right direction, how to create a custom runscript command and how to make it function correctly. Also, can I make a script that activates another script.

 

Eg.

 

Runscript activate_arcane_warrior

 

Which would run the scripts

 

Runscript addtalent 4023 [mage]

Runscript addtalent xxxx [arcane warrior]

Runscript addtalent xxxx [combat magic]

Runscript addtalent xxxx [aura of might]

Runscript addtalent xxxx [shimmering shield]

Runscript addtalent xxxx [fade shroud]

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Hey thats an easy one. If this looks jacked up Im sorry. Im having to do this with my cell phone. Ive used the templar, champion, and haste codes but you can substitute whatever you want. Code: #include "utility_h" //start a new line #include "log_h" //start a new line and skip a line void main() //start new line { //another new line object oCharacter = GetMainControlled(); //new line AddAbility(oCharacter, 4013, TRUE); // new line AddAbility(oCharacter, 4021, TRUE); //new line AddAbility(oCharacter, 10208, TRUE); //new line } save it as whatever you want like zz_add_abilities then move the ncs file to you packages\core\override folder. Go in the game and type runscript zz_add_abilities or whatever you named your script and it should ad them. You can add as many as you want. I just did 3 to show you how. Hope it helps!
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If you want a cleaner version email me at <rl email address snipped> and i'll send you the text file. Sorry but thats the only way i can do it without having to drive 20 mile to mcdonalds to use their wifi. Lol Edited by Thandal
Removed actual email address. PLEASE use the PM system and exchange addresses OUTSIDE the public formus.
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  • 1 month later...

LadyHonor I would very much like to get more understanding of how this thing works, mainly:
1. Where do I get the ability codes to know what ability I am adding?
2. Is it possible to add cross-class spells like for example adding Cone of Cold to a rogue (if yes, what would the cost be o.0)
3. Could you send me a cleaner (and/or) more detailed version of the code, this one is really a mess :(

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I was asked to post this here by LadyHonor. All credits go to him/her for writting it:
(p.s. If you have any questions, send him/her a PM on the forums)

Hey,

You can add any specialization/talent/spell/skill to any character regardless of their class. A list of all the spells/talent/skills/specializations can be found in the script 2da_constants_h.nss in the toolset. When adding a talent to a player that is part of a specialization, ie. giving the warrior class a rogue talent such as lock picking, you must first open the hidden talent for rogue. Talents given to mages will not show in the talent or abilities window, but they do show up under tatics. I suggest getting the advanced quickbar and advanced tatics mods if you are going to add a large amount of abilities.

To make the script that will add multiple do the following:

1. make your module. Look in the wiki to find out how to do this.

2. create a new script. Give it a name that will be easy for you to remember, something like zz_add_abililities.

3. paste the following in your script:

#include "utility_h"
#include "log_h"

void main()
{
object oCharacter = GetMainControlled();
AddAbility(oCharacter, 4013, TRUE); //champion specialization necessary to add this first for any talents you may like to add from the //champion tree
AddAbility(oCharacter, 10208, TRUE); //haste spell
AddAbility(oCharacter, 4021, TRUE); //templar specialization necessary to add this first for any talents you may like to add from the //templar tree
AddAbility(oCharacter, 4020, TRUE); //rogue specialization necessary to add this first for any talents you may like to add from the //rogue tree
AddAbility(oCharacter, 100001, TRUE); //lock picking talent - once you've added the hidden rogue talent you can now add the lock picking //talent
}


You can add as many spells/talents/skills as you want to this script. Once you have all your talents added, save the script. Look in your MyDocuments/Bioware/Dragon Age/AddIns/<your module>/module/override/toolsetexport folder. Find the .ncs file and move it to your MyDocument/Bioware/Dragon Age/Packages/Override/<your custom folder>. Delete the .nss file that's left in your MyDocuments/Bioware/Dragon Age/AddIns/<your module>/module/override/toolsetexport.

Load the game. Then type runscript zz_add_abilities or whatever you named your script and it should add all the abilities you included in your file.

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