creating a sentient sword
creating a sentient sword
does anyone know how to get the small white dialogue text to appear on the screen ala Lliarcor's Kill!Kill!Kill screams?
common craig, this is my moment of need....
Ol' Dirty Bastard Sword simply cannot be left mute
common craig, this is my moment of need....
Ol' Dirty Bastard Sword simply cannot be left mute
Love and Hope and Sex and Dreams are Still Surviving on the Street
- fable
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I would really like to see a sword that chooses its own targets, or a sword that refuses to operate for a person of the wrong alignment unless the wielder pleads, and promises to do something to change. Might be fun for the sword to suddenly manifest as a Mordkainen's Sword if it believes its owner has defaulted.
To the Righteous belong the fruits of violent victory. The rest of us will have to settle for warm friends, warm lovers, and a wink from a quietly supportive universe.
Personnaly, I think the holy avenger should kill you instantly, no save, if you do something unpaldinish.
As for how to do it, I really have no idea. Try the TeamBG forums too, those guys have some skill. And by some I mean a lot.
As for how to do it, I really have no idea. Try the TeamBG forums too, those guys have some skill. And by some I mean a lot.
The waves came crashing in like blindness.
So I just stood and listened.
So I just stood and listened.
For displaying the text, it all depends on how you want to do it - either randomly, after each hit or something else. If it's after each hit, then you can simply add in a Display String effect in the Extension Header - search for the string that you want to display or add in your own. Randomly or part of a script is a bit more complicated, since you got to script the item - if you want dialogue with it, have a look at Lilarcor, you'll also need to modify the ITEMDIAL.2DA file - and make the dialogue file.
ahh yeah...my scripting skills are now reaching phonomenal levels of power and complexity.
This is my logic.
I have the thing generate a random number every script round,
Some variable or other (call it 'v') is set to whatever it came out with. This will be going on with no use for quite some time.
I have timers going so that the sword will check what 'v' is every 5 mins or something.
If 'v' is 1 it will shout 'something or other' if v is 2 it will 'something else' and so on....this way I can have it shout as many exclamations as often as I want all randomly.
I have ideas for using the random numbers again to determine how often it will shout...but these are a bit abstract.
Cheers sabre I now know all about the dialogues...this is no problem. The only problems I have remaining are these:
How can I create my own variables (which I can set just like states or globals)? I have seen instructions for setting timers, but how can I set variables?
and the other thing...although I'm sure I can figure this out very easily by myself, I might as well ask now, how do add the scripts to the weapons once I've finished them?
thanks all
This is my logic.
I have the thing generate a random number every script round,
Some variable or other (call it 'v') is set to whatever it came out with. This will be going on with no use for quite some time.
I have timers going so that the sword will check what 'v' is every 5 mins or something.
If 'v' is 1 it will shout 'something or other' if v is 2 it will 'something else' and so on....this way I can have it shout as many exclamations as often as I want all randomly.
I have ideas for using the random numbers again to determine how often it will shout...but these are a bit abstract.
Cheers sabre I now know all about the dialogues...this is no problem. The only problems I have remaining are these:
How can I create my own variables (which I can set just like states or globals)? I have seen instructions for setting timers, but how can I set variables?
and the other thing...although I'm sure I can figure this out very easily by myself, I might as well ask now, how do add the scripts to the weapons once I've finished them?
thanks all
Love and Hope and Sex and Dreams are Still Surviving on the Street
You don't really have to create it as such, all the things are there already, they just don't have a number value. Let say I'm using the variable S-Timer for something; if I don't give it a number then the value of S-Timer is 0, if I set it to 2 - using SetGlobal("S-Timer","GLOBAL",2) - then it become 2.
The only way that I can find of assigning script to an item is to add that script to the Baldur.bcs file - and Baldur25.bcs if you have ToB. These files are universal scripts, which are constantly active, you'll have to redo the script if you're running a MOD that changes those scripts - TDD or the Nalia Romance.
The only way that I can find of assigning script to an item is to add that script to the Baldur.bcs file - and Baldur25.bcs if you have ToB. These files are universal scripts, which are constantly active, you'll have to redo the script if you're running a MOD that changes those scripts - TDD or the Nalia Romance.
- Damien Godchild
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