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[WIP] Exile Robes


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im sorry for bumping, but this is really frustrating, why wont this script compile???

 

ok, so im really trying to learn just what i did wrong with that script, and i think that

exfootlckr.nss(17) Error: Syntax error at "}"
means that my error is at the 17 line at the "}" but i dont know what is wrong with that "}" i noticed that all the brackets appear to line up vertically with the bracket they are closing and it appears to be lined up properly, so i dont know why its giving me an error.

 

i'm trying my best to figure this out, but im just not seeing my error, so if anyone can help out that would be really apreciated.

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I think you forgot a return on this line:

 

CreateItemOnObject("ex_robe_99", oContainer)

 

Try:

 

CreateItemOnObject("ex_robe_99", oContainer)[color=red];[/color]

 

Dunno if that's the problem, but try that anyway, it couldn't hurt. :p

 

Edit: BTW, I think you pasted that line twice. Maybe deleting one of them will fix the problem.

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@Mono: thank you thank you thank you! :monkey4::3headed::monkey4:

 

the script compiled fine as soon as i made the fixes you recomended.

 

EDIT: AHAHAHA! I WIN! I WIN! I DONT LOSE!! I WIN!!!:3pdance:

 

however, the reason i could not make this work is that it was conflicting with envidia's exile items mod, so now i need to find a way to make that compatible

 

BUT IT WORKS!!!!

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UPDATE: The Exile Roes arae now compatible with both Envidia's Harbinger Crew Quaters Mod and Redhawke's Exile Item Pack Mod!

 

I've also made it so that you will find both dark and normal robes in your footlocker (although its a little weird that he would have both, he was probably only one alignment or the other while he was exiled, and if he was goin back and forth between light and dark i doubt he was switching wardrobe everyday, "Today I feel angry! where's my black robe!!"). The DS robes are restricted to DS PCs but any alignment can wear the normal robes, both are restricted to the PC

 

now that i've finally over come the huge hurtle of scripting this mod is just about finnished! I'm still not 100% on the stats tho... too bad feats are hardcoded, would have been nice to make a new bonus feat or something, overall i just find the stat choices a little lacking, and also im having a hard time keeping them balanced. as always i am completely open to any suggestions if you have any good ideas for stats. but expect this mod to be realeased sometime within the next few weeks (things will be going slow due to finals next week)

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UPDATE:

 

i have finally figured out how to use svosh's brilliant robe collar fix (thanks to achilles's templates ;)) and the robes look MUCH better now IMO

 

new and improved!

 

however to use this version it requires that you have svosh's robe fix installed, which means that all the other robes wont look this good unlease you have retextured them to add a collar (which can be done very easily now thanks to achilles, so no excuses! :p ) what i am probably going to do is release both versions in the same rar, for those with an with out svosh's fix installed, so when someone does release the retextured standard robes and svosh's fix becomes the new standard these will be up to speed.

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Originally posted by firstsoprano

Wow nice job when can i get those robes

 

i'll probably release them sometime next week after i touch up the texture a little bit and settle once and for all what i want the stats to be. so theres no date set in stone, but i'm anticipating having it ready to release to the public next week :)

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UPDATE

 

ok, so i know that this has taken a really long time to finish, but i have to say that deciding on stats is probably the hardest thing about making custom items, how do you find that all important balance. personally im not a fan of "overkill" items but its surprisingly hard to know when and item is overkill, especially when its an item you get early in the game. but anyway, enough rambling (i was born in the back seat of a greyhound bus ;) ) here are new updated stats:

 

Stats (Dark and Light/Neutral have the same stats)

Restricted to: The Exile

Defense: 4

CON +2

Force Resistance: +10

Damage Immunity: Piercing 10%

Damage Immunity: Bludgeoning 10%

Damage Immunity: Slashing 10%

Damage Vulnerability: Fire chance 25% for 6 seconds

 

Description:

While you were exiled you had to face many challenges beyond the Outter Rim. You decided to fit your trusty old robes with some light armor. During your adventures you had to talk your way out of many close calls, but sometimes battle was unavoidable. Through the combination of time and many narrow escapes these robes have begun to deteriorate and show evidence of many battles, but they still offer quite a bit of protection.

 

As a result of being cut off from the Force during your exile theese robes have built up a natural resistance to the Force, however since they in such a state of disrepair they are highly susceptible to the forces of nature, but this can be easily negated using underlays.

 

Darkside Description:

While you were exiled you had to face many challenges beyond the Outter Rim. You decided to fit your trusty old robes with some light armor. During your adventures you made quite the reputation for yourself along the Outer Rim, evedenced battle the many battle scars in this armor, the result of "negotiations" gone awry.

 

While you were exiled your hate for the Jedi slowly built up. As a result of being cut off from the Force theese robes have built up a natural resistance to the Force, however since they in such a state of disrepair they are highly susceptible to the forces of nature, but this can be easily negated using underlays.

 

finally, here are some screen shots of the robes using svosh's robe collar fix (see the older screenshots for what it looks like without svosh's fix)

 

screenshots:

Light/Neutral

Darkside

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ok, so i feel like i should explain the stats just a little more.

 

Restirced to: The Exile - they were his/her robes, there is no reasone why atton should be wearing them, they have sentimental value to the exile.

 

Defense: 4 - this is there because the best robes, the Jedi Master Robes, offer a defense bonus of 3. The Exile Robes have light armor plating on the chest, so it stands to reason that it should offer just a little more defense.

 

CON +2 - the armor by absorbing some of the damage dealt to the exile allows him to stay alive that much longer, this is reflected by the boost to vitality that the +2 to CON gives him.

 

Force Resist: +10 My reasoning for this is that like an item can have a taint of the dark side left on it, the exile being cut off completely from the force has left a mark on these robes that he wore during his exile causing them to become resistant to the force in the same way the exile himself is (i.e. like when nihilus tries to "eat" the exile) the exile's natural resistance to the force from being cut off has permeated these robes during their exposure to him while he was cut off.

 

Damage Immunities to Piercing, Slashing, Bludgeoning - this is also reflected by the armor plating that would help resist against melee based attacks. i used an immunity so that the ammount you are protected is proportional to the damage you recieve. a damage resistance of ten would have been too powerful that early in the game, and not powerful enough later on. i also got rid of the immunity to energy that i had, because in the Star Wars universe blaster bolts always took down stormtroopers despite the armor they wore, and this armor is much less advanced than theirs.

 

damage vulnerability: fire - i know that negitave properties tend to be frowned upon, but i felt that these robes were becoming a little too powerful for what they were, and i decided that since these robes are practically falling apart already that they dont hold up well against fire based attacks. so while it is a negitive stat, it makes sense in regards to this robe. besides the robe is upgradeable with underlays, so one of the better "Environment Underlays" will pretty much negate this anyway.

 

edit: i forgot one

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