Author Topic: OnHit props custom DCs  (Read 320 times)

Legacy_Kato -

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OnHit props custom DCs
« on: December 08, 2011, 08:18:23 pm »


               Hi,

I'm trying to set up a broader DC range for OnHit props, without haks(thus in the override), yet I'm not sure if it's feasible at all:

- Adding new entries to iprp_onhitcost.2da implies entering a StringRef in the "Name" column, yet for some 2DAs the label is used if the name is **** or empty, but I don't think it's the case for this one. Or is it?

- It seems that quite often the item property 2DAs are server-side yet I'm wondering if the aforementioned 2da + the ones referencing it(like des_crft_poison) are included.

Maybe there's a better approach to all this, thanks for any insight anyway.

EDIT: Sorry if this has been asked before, I'm really out of luck with the search engine


Kato

 
               
               

               


                     Modifié par Kato_Yang, 08 décembre 2011 - 09:17 .
                     
                  


            

Legacy_WhiZard

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OnHit props custom DCs
« Reply #1 on: December 08, 2011, 09:26:58 pm »


               

Kato_Yang wrote...

Hi,

I'm trying to set up a broader DC range for OnHit props, without haks(thus in the override), yet I'm not sure if it's feasible at all:

- Adding new entries to iprp_onhitcost.2da implies entering a StringRef in the "Name" column, yet for some 2DAs the label is used if the name is **** or empty, but I don't think it's the case for this one. Or is it?

- It seems that quite often the item property 2DAs are server-side yet I'm wondering if the aforementioned 2da + the ones referencing it(like des_crft_poison) are included.

Maybe there's a better approach to all this, thanks for any insight anyway.

EDIT: Sorry if this has been asked before, I'm really out of luck with the search engine


Kato

 

The on-hits that are affected by the DCs of iprp_onhitcost.2da are listed in iprp_onhit.2da, as the On Hit line is the only one in itempropsdef.2da that uses a cost table value of 24.  Vorpal and wounding are listed in iprp_onhit.2da (the listings in itempropsdef.2da are not used and thus given a **** for name).

EDIT: The actual DC displayed on the item when examining it (e.g. DC=20) is retrieved from the talk table using the string ref used in the name column of iprp_onhitcost.2da.
               
               

               


                     Modifié par WhiZard, 08 décembre 2011 - 09:33 .
                     
                  


            

Legacy_WhiZard

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OnHit props custom DCs
« Reply #2 on: December 08, 2011, 10:08:22 pm »


               Just to clarify things, des_crft 2das are regarding the crafting of items, and are not used to get the properties already on an item.

For poison there are two types.  The standard poison (a selection of predefined poisons) and then for On Hit there are the item poisons (where you can customize the ability, decrement amount, and DC).
               
               

               
            

Legacy_Kato -

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OnHit props custom DCs
« Reply #3 on: December 08, 2011, 10:44:47 pm »


               Thanks for the precisions, WhiZard, but just to make sure I understand, let's say I wish to raise the DC of an item poison(applied with a vial) higher than 26, the standard max. Upon using the vial, x2_s2_poisonwp is called, it looks into des_crft_poison, wich in turn holds an index into iprp_onhitcost where the DC is, under the Value column. This led me to think that adding new DC entries + their corresponding constant, while of course modifying the indexes accordingly in des_crft_poison would do the trick. Am I wrong?

Of course this brings us back to my original questions, the server-side aspect and the fact that if I must enter a StringRef in the Name column of the new entries(in iprp_onhitcost), it implies using a custom talk table in order to display the new DC correctly in game, and with a no-hak mod, impossible I fear.

Thanks for your time and patience.


Kato
               
               

               


                     Modifié par Kato_Yang, 08 décembre 2011 - 10:45 .
                     
                  


            

Legacy_WhiZard

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OnHit props custom DCs
« Reply #4 on: December 08, 2011, 10:58:29 pm »


               

Kato_Yang wrote...

Thanks for the precisions, WhiZard, but just to make sure I understand, let's say I wish to raise the DC of an item poison(applied with a vial) higher than 26, the standard max. Upon using the vial, x2_s2_poisonwp is called, it looks into des_crft_poison, wich in turn holds an index into iprp_onhitcost where the DC is, under the Value column. This led me to think that adding new DC entries + their corresponding constant, while of course modifying the indexes accordingly in des_crft_poison would do the trick. Am I wrong?

The talk table entries do not support the on hit DC display format above 26.  This is only an issue in description.  You would have to modify both des_crft_poison and iprp_onhitcost to account for the script to create and add a poison with a higher DC.

Of course this brings us back to my original questions, the server-side aspect and the fact that if I must enter a StringRef in the Name column of the new entries(in iprp_onhitcost), it implies using a custom talk table in order to display the new DC correctly in game, and with a no-hak mod, impossible I fear.

  Correct the display issue will be a problem.
               
               

               


                     Modifié par WhiZard, 08 décembre 2011 - 10:58 .
                     
                  


            

Legacy_Kato -

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OnHit props custom DCs
« Reply #5 on: December 08, 2011, 11:02:46 pm »


               Okay, many thanks for the infos, WhiZard


Kato