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HydroSqueegee
Eager Tradesman
Joined: 11 May 2002
Posts: 48
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TES: Hidden enchantments on an item. |
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Would there be any way to incorporate magical abilities into items that stay hidden in the item discription and do nothing until you reach a certin level?
I would like to set up an 8 part quest where a master elder warrior desides to train you, and when you complete each quest you get a piece of armor. the armor will seem generic and not that great until you reach, say level 20, when the magical powers pop up.. like constand effects and spells.
or even better... enchantments that cycle every 24 hours, or during certin times of the day. at dusk and dawn, fire damage. day, lightning damage, night, frost.
or is all this outside the editors limitations.
i dont realy know how to use it and all my ideas are very ambitious. |
Sun May 26, 2002 6:16 pm |
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Warmaster-Horus
Most Exalted Highlord
Joined: 28 Apr 2002
Posts: 421
Location: Eye of Terror, Washington |
Wow, when you decide to think about a mod, you think BIG,
It seems like you could do that with some extensive (really really) extensive scripting. I have yet to figure out how to do the simplest scripts but I think the hidden enchantments and conditional effects might work.
it would probably be like 'time n=enchantmentx _________________ Ater deus praevalo
=Leader of the Horus Heresy=
=Champion of Khorne=
BLOOD FOR THE BLOOD GOD SKULLS FOR THE THRONE |
Mon May 27, 2002 5:47 am |
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XannyD
Village Dweller
Joined: 06 May 2002
Posts: 23
Location: Bat Country |
Why not just have a set number of the same item and they could be "swapped out" after a certain level or whatever event you are thinking of? After every "swap out" the object is one step better.
Example:
ItemA = Silver Longsword
ItemB = Silver Longsword w/5 points fire damage
ItemC = Silver Longsword w/10 points fire damage
ItemD = and so on...
You can make one item disappear and another one appear in it's place. I've done this just playing around with the editor.
Hope this may help you in some way. Good luck. _________________ "We can't stop here, this is bat country." Fear and Loathing in Las Vegas |
Mon May 27, 2002 7:57 pm |
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HydroSqueegee
Eager Tradesman
Joined: 11 May 2002
Posts: 48
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quote:
Wow, when you decide to think about a mod, you think BIG,
thank you for the compliment. Its unfortunite that i barely know how to use the editor and know nothing about scripting. But i will learn.
quote:
Why not just have a set number of the same item and they could be "swapped out" after a certain level or whatever event you are thinking of? After every "swap out" the object is one step better.
Example:
ItemA = Silver Longsword
ItemB = Silver Longsword w/5 points fire damage
ItemC = Silver Longsword w/10 points fire damage
ItemD = and so on...
You can make one item disappear and another one appear in it's place. I've done this just playing around with the editor.
Hope this may help you in some way. Good luck.
this is a really good idea, since my skills are limited.
I also plan to introduce Lizardmen from UO into the game. I always loved those guys. Ill have their sounds and possibly make a stronghold on a new island if i can ever figure out how to create something like that.
So many ideas, so little skill.
Thaks guys! |
Tue May 28, 2002 12:58 am |
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LORD_LSD
City Guard
Joined: 08 May 2002
Posts: 138
Location: Anywhere but there |
Hidden enchantments would be cool. I'd like to make cursed items, something that gives you nice boosts but at the same time has serious bad effects that stay hidden and are only "hinted" to exist, so that you wouldn't even see any stat decrease or anything. _________________ - Of all the worlds there must be - why was i born on this one? -
- Idiocy. A rare encounter or a way of life? - |
Tue May 28, 2002 11:48 am |
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XannyD
Village Dweller
Joined: 06 May 2002
Posts: 23
Location: Bat Country |
You can make cursed items. I have done this with making the item not being able to be dropped. I haven't worked on making the item unequipable, but I am pretty sure it can be done.
But, there is the weight problem to work around. I think this may be fixable though. _________________ "We can't stop here, this is bat country." Fear and Loathing in Las Vegas |
Thu May 30, 2002 6:22 am |
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Warmaster-Horus
Most Exalted Highlord
Joined: 28 Apr 2002
Posts: 421
Location: Eye of Terror, Washington |
Lizard men would be cool, are you just going to use the Argonian skins or actually make new ones? _________________ Ater deus praevalo
=Leader of the Horus Heresy=
=Champion of Khorne=
BLOOD FOR THE BLOOD GOD SKULLS FOR THE THRONE |
Thu May 30, 2002 7:06 am |
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HydroSqueegee
Eager Tradesman
Joined: 11 May 2002
Posts: 48
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quote:
Lizard men would be cool, are you just going to use the Argonian skins or actually make new ones?
I wish i had the knowhow to create a new skin over top of the argonian skeleton, but alas, i will just have to settle for a modified Argonian personality and put some clothes and a spear on them with the oldschool lizardman sound effects.
I wouldnt think skinning would be too hard to learn though. I have every tool at my fingertips, but i need a shove in the right direction on how to acomplish this.
I have way too many ideas. Im overwhelmed with them at the moment. I am still in the process of trying to figure out how to impliment my health and mana regeneration idea. |
Thu May 30, 2002 4:53 pm |
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REDF0X
Guest
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Well for your morphing sword, you need to learn scripting... If you check out the Construction set help it has all the commands listed, that will get you started in the right direction on that. |
Sat Jun 01, 2002 9:33 pm |
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Lawnmower
Keeper of the Gates
Joined: 21 May 2002
Posts: 103
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Say, what about a cuirass for Vampires? Make it give constant effect Restore Health however much sunlight hurts them, so they can walk normally in sunlight. then at night, swap that suit for a generic whatever. Leather, maybe. when I think vampires, i think bondage. _________________ It's a paradox to say that you are lying. Luckily, I can still say that you're lying.
Don't do drugs. Pick one and stick with it. |
Mon Jun 10, 2002 3:10 am |
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Prgrmr@wrk
Guards Lieutenant
Joined: 13 Jun 2002
Posts: 158
Location: A chair, possibly in a cave. I haven't checked. |
Shouldn't be too hard.
Instead of making the feature an enchantent (say add 10 str) do this instead
(keep in mind I'm not sure about this code)
;This code adds 10 str to the player when they have the item equipped
;and takes it away when they don't.
short Equipped
if (PlayerEquip==1)
if (Equipped==0)
player->modstrength 10
Equipped=1
endif
endif
if (PlayerEquip==0)
if (Equipped==1)
player->modstrength -10
endif
endif
I am not sure at all about the player->modstrength thing, it prob doesn't exist, and the same with the PlayerEquip function. But I know there are functions that do exactly that, you just need to find out the names, and change them in this code.
The player will still see the strength added to their score (which will affect leveling up, since it won't be a normal bonus), but they won't know right away that the item is doing it. Easy to make one that would damage fatigue, making it regen slower or faster _________________ Great minds don't think alike, they think creatively. |
Fri Jun 14, 2002 5:23 pm |
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Prgrmr@wrk
Guards Lieutenant
Joined: 13 Jun 2002
Posts: 158
Location: A chair, possibly in a cave. I haven't checked. |
Oh crud, the darn thing deleted all my indentation.... _________________ Great minds don't think alike, they think creatively. |
Fri Jun 14, 2002 5:24 pm |
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