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  1. Beiträge anzeigen #1
    Veteran
    Registriert seit
    Jan 2012
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    Frank-95 ist offline

    New weapon to forge.

    Hi all.

    Sorry if i am bothering you (quote gothic 2 ) with these difficoult questions but it never hurts to ask.

    I ahave created a new weapon (hoping that the texture will work) and now i'd like to let the hero forge it. I detected the two files related to forging weapons Dialoge_Mobsis/SmithWeapon.d and B_Story/B_TeachPlayerTalentSmith.d. I am puzzled about somethings though.

    So. I want that when the hero will start forging and he will have to choose the type of weapon (normal weapon or ore weapon) there will be another choice. Once click on this choice there will be two possibilities, the same weapon but one one-hander and the other one two-hander.

    I start writing in smithweapon.d (i divided the code and comment it to let you understand better)

    Code:
    var int My_Sword;
    
    ////////////////////////////////////////////////
    
    instance PC_MySword(C_Info)
    {
        npc = PC_Hero;
        condition = PC_MySword_Condition;
        information = PC_MySword_Info;
        permanent = TRUE;
        description = "Bla bla bla";
    };
    
    
    func int PC_MySword_Condition()
    {
        if((PLAYER_MOBSI_PRODUCTION == MOBSI_SmithWeapon) && (Normalwaffen == FALSE) && (Erzwaffen == FALSE) && (MySword == FALSE) && (Hero_KnowsSpell == TRUE) && (sc_HasSword != TRUE)) //i added this two variables because they are a part of the quest
        {
            return TRUE;
        };
    };
    
    func void PC_AdanosSword_Info()
    {
        My_Sword = TRUE;
    };
    
    /////////////////////////////////////////////////////////////////////
    
    instance PC_ItMw_My_Sword_2h(C_Info)
    {
        npc = PC_Hero;
        condition = PC_ItMw_My_Sword_2h_Condition;
        information = PC_ItMw_My_Sword_2h_Info;
        permanent = TRUE;
    };
    
    
    func int PC_ItMw_My_Sword_2h()
    {
        if((PLAYER_MOBSI_PRODUCTION == MOBSI_SmithWeapon) && (PLAYER_TALENT_SMITH[ItMw_My_Sword_2h] == TRUE) && (My_Sword == TRUE))
        {
            return TRUE;
        };
    };
    
    func void PC_ItMw_Adanos_Sword_2h_Info()
    {
    // I'll spear you the info instruction
    }
    
    
    //and here i added the MySwordBACK() instance
    ok now my perplexity is in func int PC_ItMw_My_Sword_2h, because i do not know were the variables PLAYER_TALENT_SMITH[anyweapons] are defined so if i leave this code in this way the game will crash.

    i opened the teachplayertalentsmith but also there the variables are just called and not defined.

    Can you have a look there and answer me?

    Thank you very much

  2. Beiträge anzeigen #2
    General Avatar von KGS
    Registriert seit
    May 2006
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    KGS ist offline
    i am not really into modding but this certainly looks like the skill needed to forge a sword
    so since the texture is new i would open the script for an npc which teaches forging and see how the talent is handled there, also scout trough player info scripts for such talents

  3. Homepage besuchen Beiträge anzeigen #3
    Ranger Avatar von DRMProd
    Registriert seit
    Oct 2009
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    Argentina
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    DRMProd ist offline
    I'm not sure that what you want to do is at all possible using Daedalus. I think that those variables/constants are defined in the G2 source code :/. That's what I think, maybe someone more skilled than I am can answer your question.

  4. Beiträge anzeigen #4
    Veteran
    Registriert seit
    Jan 2012
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    Frank-95 ist offline
    in fact i was thinking about that. those variables may be already compiled and impossibles to manage unless you decompile the executable in assembly code and work with that, but neither piranha byte themselves, skyrim's team nor anyone could do that.

    any way i have had a brainwave now. maybe i can handle everything by using more global variables than the classical player_talent_smith.

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