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| Question about Toolset https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=51735 |
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| Author: | alamut [ Mon, Oct 11 2010, 21:47 PM ] |
| Post subject: | Question about Toolset |
I've being trying to custom a few items but it seems I can't find other modules/pictures. What am I wrong ? See the following example: I tried to create a new lantern (for example, see Nathano), but what I got was that.
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| Author: | corypx [ Mon, Oct 11 2010, 21:57 PM ] |
| Post subject: | Re: Question about Toolset |
and you loaded them in the toolset under Edit, then Module Properties then Custom Content? |
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| Author: | alamut [ Mon, Oct 11 2010, 22:32 PM ] |
| Post subject: | Re: Question about Toolset |
I thank you ! It worked ! It's alive ! muahahah ! |
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| Author: | ainjyll [ Wed, Oct 13 2010, 3:09 AM ] |
| Post subject: | Re: Question about Toolset |
I've recently been messing about in the toolset myself and I'm having the same kind of problems, but a bit different. I can't seem to get any of the new HAK skins to load. I went into edit and added the HAK content, but I can't find the skins for the new critters. Where do I need to look? |
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| Author: | TormakSaber [ Wed, Oct 13 2010, 3:11 AM ] |
| Post subject: | Re: Question about Toolset |
Make a new creature, and then edit them, change their appearance. Scroll through your now massive list. This is assumnig you've loaded the hak content. |
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| Author: | ainjyll [ Wed, Oct 13 2010, 5:53 AM ] |
| Post subject: | Re: Question about Toolset |
Ah... gotcha. Gotta make a whole new creature. Cool. Thanks, Tormak. |
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| Author: | Dead [ Fri, Oct 15 2010, 22:24 PM ] |
| Post subject: | Re: Question about Toolset |
Where do I find all equipable items? Like that lantern or instruments and stuff? |
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| Author: | corypx [ Fri, Oct 15 2010, 23:19 PM ] |
| Post subject: | Re: Question about Toolset |
Dead wrote: Where do I find all equipable items? Like that lantern or instruments and stuff? well Torch has lanterns,candles,horn with the flag thing under it...ect Tools(over the three of them have like a bucket,shovel,lute and tambourine...ect) you will have to just look around. |
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| Author: | Selvec Darkon [ Sat, Oct 16 2010, 1:23 AM ] |
| Post subject: | Re: Question about Toolset |
All the variations of light source are under Torch. So make a Torch, then change the appearance. |
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| Author: | Dead [ Sat, Oct 16 2010, 2:44 AM ] |
| Post subject: | Re: Question about Toolset |
yep found it. thanks. |
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| Author: | Glyph [ Fri, Oct 22 2010, 17:28 PM ] |
| Post subject: | Re: Question about Toolset |
need a bit of scripting advice, i'm trying to....make harms...for experimental purposes. and I figure adding the undead harm script (monster ability) into a called script specially for the item via using unique self property could work. however, I read this http://nwn.bioware.com/builders/sctutorial10.html and from what I gather it calls the items script through the onactivate, rather than needing to make the on activate massivly overcrowded...how do I make sure the items script is named right so it is called? and also would it work semi-automatically so long as the script is there? I actually get the scripting part itself, just not the structure. ed: by adding I mean splicing, ripping apart and usng the bit that calls the effect =) ed2: k, it seams I get -some of- the script...I can read it just not entirely 100% on all of it. -- omg it worked >_> modded a heal, tag is NW_ITEM_HARMS, script with the same name contains this spliced bit of code. Quote: #include "x2_inc_switches" void main() { int nEvent =GetUserDefinedItemEventNumber(); object oPC; object oItem; object oTarget; if (nEvent == X2_ITEM_EVENT_ACTIVATE) { oPC = GetItemActivator(); oItem = GetItemActivated(); oTarget = GetItemActivatedTarget(); int nHP; effect eHealth; effect eEffect; { nHP = GetCurrentHitPoints(oPC)-1; eHealth = EffectDamage(nHP); eEffect = EffectVisualEffect(VFX_IMP_HARM); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHealth, oPC); ApplyEffectToObject(DURATION_TYPE_INSTANT, eEffect, oPC); } } } this does lack I think, the undead healing properties though... |
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