Darkkender Posted September 14, 2004 Share Posted September 14, 2004 The reason I'm curious is so that I can figure out which script files I need to insert supernatural ability scripts into. As well as which files you implement the changes to the characters or the classes so that they function. I do know they are like force powers and a few are implemented into the k_inc_force.nss file but beyond that I need more:D I intend to have my first mod on a mod team and everything with the character class mod Rock! Link to comment Share on other sites More sharing options...
Darth333 Posted September 14, 2004 Share Posted September 14, 2004 If it is something like regeneration, look at this thread: http://www.lucasforums.com/showthread.php?s=&threadid=129600&highlight=regeneration You cannot create new abilities that are not listed in nwscript.nss but there is a good chance that aplying various effects you will be able to do what you want. You may not even need to make a new force power or use spells.2da (avoid to do this if not necessary): if you want to make a permanent ability, you can attach your script in many places, such as dialogues, etc. Now, in this thread http://www.lucasforums.com/showthread.php?s=&threadid=135623, you talk about the Canderous Jedi mod...normally Canderous should not loose his regenerationability.Maybe the author used a different .utc file. Can you give me a link? *edit* don't forget to check tk102's last post in this thread: http://www.lucasforums.com/showthread.php?s=&threadid=135623 Link to comment Share on other sites More sharing options...
Darkkender Posted September 22, 2004 Author Share Posted September 22, 2004 well I would like to apologize for not replying earlier. But I've been dealing with my internet pc having a virus that corrupted everything starting with the internet functions. okay about canderous after reading the thread in relation to canderous's regen I do understand the special I tem ability. However there are other supernatural abilities such as zaalbar's rage and a few others that are not covered by items some I noticed are in k_inc_force and I can't recall what the other script was but I did find where some of the others had calls to them. Link to comment Share on other sites More sharing options...
Darth333 Posted September 22, 2004 Share Posted September 22, 2004 yes, then you can do a force power just like any other force power. Zalbar special ability gives the following effects diring 30 seconds: SWFP_HARMFUL = FALSE; eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_FORT, 2)); eLink1 = EffectLinkEffects(eLink1, EffectSavingThrowIncrease(SAVING_THROW_WILL, 2)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_CONSTITUTION, 4)); eLink1 = EffectLinkEffects(eLink1, EffectAbilityIncrease(ABILITY_STRENGTH, 4)); eLink1 = EffectLinkEffects(eLink1, EffectACDecrease(4)); For a standalone force power, you can have a look at my tach morphing force power. It uses similar effects. But try to avoid using spells.2da when you can - it is not practical for users since it is the source of many conflicts. The best method is to use an item placed in the "Carmour" slot like hk-47: it is a simple script attached to a dialogue and will work even with edited utcs since it uses the object tag. Plus you cannot see those items in the game. Another possibility is to use the canderous method (- but when you can the hk-47 one is better *edit* for the reason that there are less possibilities of conflicts - ). There is a UserDefinedScript attached to Canderou's utc. Look at k_hen_canduser.nss *edit* (09-23-2004) ah the stupid things I say when I am supposed to sleep instead of answering questions : the easiest way of doing this and you don't need any items, is to attach a script to a dialogue that will apply the abilities permanently to a npc Link to comment Share on other sites More sharing options...
Darkkender Posted September 26, 2004 Author Share Posted September 26, 2004 cool just in time as I'm figuring out dialogue editing now all I have to do is get a firm grasp on writing scripts and implement them in dialogues. off topic but just as important how do you decompile scripts to text format instead of pcode so I don't have all that hex in the way of the actual script source itself? If I can get to the meat I will be much better at learning. Link to comment Share on other sites More sharing options...
tk102 Posted September 26, 2004 Share Posted September 26, 2004 how do you decompile scripts to text format instead of pcode so I don't have all that hex in the way of the actual script source itself? Not possible. Link to comment Share on other sites More sharing options...
Darkkender Posted September 26, 2004 Author Share Posted September 26, 2004 dang it dang it dang it:mad: alright time to get hostile with code. thanks TK Link to comment Share on other sites More sharing options...
BountyHUNTER12 Posted September 26, 2004 Share Posted September 26, 2004 Well, I decompile scripts all the time. The way I figure out how they work is by look at the declared functions, methods, or whatever you want to call 'em. Looking at decompiled scripts is how I make some of my own. So really, you just need to ignore the hex and look a the stuff in ENGLISH. Link to comment Share on other sites More sharing options...
beancounter Posted September 28, 2004 Share Posted September 28, 2004 If you are serious about figuring out how to read a decompiled script this web site is a must read. It is lists out what all of the compiled statements mean, as well as how the compiler handles variables and the stack. http://www.torlack.com/index.html?topics=nwndata_ncs Link to comment Share on other sites More sharing options...
Darth333 Posted September 28, 2004 Share Posted September 28, 2004 Originally posted by beancounter If you are serious about figuring out how to read a decompiled script this web site is a must read. It is lists out what all of the compiled statements mean, as well as how the compiler handles variables and the stack. http://www.torlack.com/index.html?topics=nwndata_ncs Hey thanks! That is very interesting! I figured out a few things but apart hte English stuff, about 99% of it was more or less like chinese - . That could be handful Link to comment Share on other sites More sharing options...
Darkkender Posted September 28, 2004 Author Share Posted September 28, 2004 yes yes very cool. Link to comment Share on other sites More sharing options...
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