Lorden Darkblade Posted February 24, 2005 Share Posted February 24, 2005 I was wondering if anyone could make a tutorial on how to make a custom shield. And how to create all specifications like: What it blocks, the charges and all else. If possible made using a GFF editor cuz I tried to use the latest (not this new one that hasnt been released yet) Kotor Tool to open RedHawkes shield on The Exile pack, so I could understand how to make one, but instead I got an error. Any help would be appreciated. Link to comment Share on other sites More sharing options...
tk102 Posted February 24, 2005 Share Posted February 24, 2005 The shields in-game are armbands that fire scripts. As such, they are exactly like creating a custom force power. See spells.2da editing and scripting a force power tutorials to start off on the right foot. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted February 24, 2005 Author Share Posted February 24, 2005 Hmmm that doesnt explain what I asked. Perhaps I didnt asked well lemme do it again, I need to know what to put on the .uti file to make it a shield. I don't know what to put on the nodes you know what I mean?^ I opened RedHawke's one, some I found which .2da file was corresponding but others I couldnt. That I what I want to know, what to put on the node to make it an activable shield. Link to comment Share on other sites More sharing options...
tk102 Posted February 24, 2005 Share Posted February 24, 2005 Ok, so you just want to reuse existing shield effects? In that case, there's not much that you can do to customize the shield because it will continue to use existing scripts. You change the appearance and the charges, the description, and that's about it. Edit: Ah but perhaps you can combine shield effects? Launch two shields at the same time? I have no idea if it works or not but here's a try: Just copy the nodes exactly from one armband to the other under the PropertiesList. So if you wanted to combine a_shield_05.uti with a_shield_06.uti the new .uti would have a propertieslist like this PropertiesList - 0 (User Defined Struct: 0) - - ChanceAppear [bYTE] = 100 - - CostTable [bYTE] = 3 - - CostValue [WORD] = 6 - - Param1 [bYTE] = 255 - - Param1Value [bYTE] = 0 - - PropertyName [WORD] = 10 - - SubType [WORD] = 104 - 1 (User Defined Struct: 0) - - ChanceAppear [bYTE] = 100 - - CostTable [bYTE] = 3 - - CostValue [WORD] = 6 - - Param1 [bYTE] = 255 - - Param1Value [bYTE] = 0 - - PropertyName [WORD] = 10 - - SubType [WORD] = 105 Again, I don't know if this works or not. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted February 24, 2005 Author Share Posted February 24, 2005 I see, I thought it could be possible to change the effects and duration on the .uti file since im not any good with scripting. Anyway, thanks a lot tk102. Link to comment Share on other sites More sharing options...
beancounter Posted February 24, 2005 Share Posted February 24, 2005 The effects and duration is controlled by the script. But changing the duration is easy. Check out the script file k_sup_bands.nss. The duration is set by this block: // DJS-OEI 1/27/2004 // The duration will now be increased by 2 seconds for // each rank the user has in Repair. float fDuration = 200.0; int nRepairSkill = GetSkillRank( SKILL_REPAIR, OBJECT_SELF ); if( nRepairSkill > 0 ) { fDuration += 2.0 * nRepairSkill; } To change the duration you just need to change fDuration and you are in business. To double the duration for all shields change fDuration = 200 to fDuration = 400. Then compile the script and place it in your Override directory! Link to comment Share on other sites More sharing options...
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