ModderEarthHAHA Posted October 11, 2005 Share Posted October 11, 2005 What script would I need to execute a console-screen based on a dialog? Also, can I make a non-equipable item such as a datapad or an equipable but not usable item such as an armor or a head-worn item to become usable? By this I mean to activate it like a shield or stealth-unit, or use it like a medpack or a needle (adrenalines). Thanks. EDIT: While I'm at it, is it sufficient to add a spell to spells.2da to make it usable as a spell? If not, if I'd make a custom icon, would that do the trick? Also, is there any scripting-guide for adding new spells? Would I simply have to make a script to give me the new spell or is it more complicated? Link to comment Share on other sites More sharing options...
Det. Bart Lasiter Posted October 12, 2005 Share Posted October 12, 2005 Beancounter made a tutorial for scripting a passive FP (like 'Heal'), nd tk102 made one for adding a row to spells.2da and making a new icon. But you could script a new one and reference another icon or dialog.tlk description/name in it's row. For instance when testing FP's I added a row in spells.2da that just re-used 'Force Lightning' with a new 'impactscript' column value. As for scripting an offensive FP though, you should take a look at "k_inc_force" for ideas on saving throws and such. Other than that, I don't really know what kind of FP you want to script, so I can't really help you with that. As for the item, i'm fairly sure that you need to add a line to spells.2da, then give the item the 'ActivateItem' property in KT's *.uti editor, then select the row from spells.2da in the property's parameters. Although I think only some base items are usable, but I'm not sure which ones are... I hope that answered your questions Link to comment Share on other sites More sharing options...
ChAiNz.2da Posted October 12, 2005 Share Posted October 12, 2005 As for the item, i'm fairly sure that you need to add a line to spells.2da, then give the item the 'ActivateItem' property in KT's *.uti editor, then select the row from spells.2da in the property's parameters. Although I think only some base items are usable, but I'm not sure which ones are... I hope that answered your questions Yup Take a look at some of the mods available at pcgamemods that make items "activate" a spell function. Pretty much everything in the game can be made to "cast" a spell, dialogue or other function. Armbands, datapads, helmets.. you name it. Before I made my Hak Pad (which is an example of a datapad activating something)... I had made a helmet/visor that activated Darth333's Wherami function (seemed "fitting".. hehehe).. the helmet icon showed up in the PC's 'usable items' buttons to the lower left. Some mods to use as examples: Defender's Wrist Console: http://www.pcgamemods.com/mod/16660.html Darth333's Wherami Armband: http://www.starwarsknights.com/tools.php#ae RedHawke's Correction Armband: http://www.pcgamemods.com/mod/10928.html stoffe -mkb-'s Combat Simulation Arena: http://www.pcgamemods.com/mod/15360.html HakPad: http://www.pcgamemods.com/mod/14083.html Xcom's Mind Probe: http://www.pcgamemods.com/mod/10498.html Link to comment Share on other sites More sharing options...
CrudeMatter Posted October 12, 2005 Share Posted October 12, 2005 -cough- portable bench and lab- http://www.pcgamemods.com/mod/10712.html by-GotGoose? -cough- Link to comment Share on other sites More sharing options...
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