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TES: Hidden enchantments on an item.
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RPGDot Forums > Morrowind - General

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HydroSqueegee
Eager Tradesman
Eager Tradesman




Joined: 11 May 2002
Posts: 48
TES: Hidden enchantments on an item.
   

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.
Post Sun May 26, 2002 6:16 pm
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Warmaster-Horus
Most Exalted Highlord
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
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Post Mon May 27, 2002 5:47 am
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XannyD
Village Dweller
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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.
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Post Mon May 27, 2002 7:57 pm
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HydroSqueegee
Eager Tradesman
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Joined: 11 May 2002
Posts: 48
   

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!
Post Tue May 28, 2002 12:58 am
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LORD_LSD
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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.
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Post Tue May 28, 2002 11:48 am
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XannyD
Village Dweller
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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.
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Post Thu May 30, 2002 6:22 am
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Warmaster-Horus
Most Exalted Highlord
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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?
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Ater deus praevalo

=Leader of the Horus Heresy=
=Champion of Khorne=
BLOOD FOR THE BLOOD GOD SKULLS FOR THE THRONE
Post Thu May 30, 2002 7:06 am
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HydroSqueegee
Eager Tradesman
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Joined: 11 May 2002
Posts: 48
   

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.
Post Thu May 30, 2002 4:53 pm
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REDF0X
Guest






   

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.
Post Sat Jun 01, 2002 9:33 pm
 
Lawnmower
Keeper of the Gates
Keeper of the Gates




Joined: 21 May 2002
Posts: 103
Daywalker Suit
   

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.
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Post Mon Jun 10, 2002 3:10 am
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Prgrmr@wrk
Guards Lieutenant
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
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Post Fri Jun 14, 2002 5:23 pm
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Prgrmr@wrk
Guards Lieutenant
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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....
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Post Fri Jun 14, 2002 5:24 pm
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