Author Topic: The Genisys Polymorphing System (v2 Final Edition)  (Read 362 times)

Legacy__Guile

  • Hero Member
  • *****
  • Posts: 1308
  • Karma: +0/-0
The Genisys Polymorphing System (v2 Final Edition)
« on: June 08, 2013, 05:19:06 pm »


               This is the final edition of my polymorphing system, worked on this for a week, so I hope you like it..

In this edition, you will notice that Wizard/Sorcerer spells "Polymorph" & "Shapechange" (& 1 other spell, forget it's name) work just like the druid & shifter feats work. Yay!

nwvault.ign.com/View.php

':wizard:'

Cheers & Enjoy!
               
               

               


                     Modifié par _Guile, 09 juin 2013 - 04:25 .
                     
                  


            

Legacy_Dark

  • Full Member
  • ***
  • Posts: 123
  • Karma: +0/-0
The Genisys Polymorphing System (v2 Final Edition)
« Reply #1 on: June 19, 2013, 05:58:30 pm »


               Guile,

Question about how polymorphing works.

I’m working on my mod Eye of the Beholder 2.  At the end of the game, there’s a point where Dran changes into a Dragon.

I’ve tried the Poly and it works great, but I’m limited to what they want us to use.  I would like ot use my own customized Dragon.  There’s is either over powered, epic or under powered normal.

If I use a regular spawn in a del the old Dran. it’s not a smooth transition as the poly is.

Do you have any idea how this can be done or a customized Polymorph.2da file?  I did try adding my own, but I have been unable to get it to work.
               
               

               
            

Legacy_WhiZard

  • Hero Member
  • *****
  • Posts: 2149
  • Karma: +0/-0
The Genisys Polymorphing System (v2 Final Edition)
« Reply #2 on: June 20, 2013, 10:24:31 pm »


               

Dark wrote...

Guile,

Question about how polymorphing works.

I’m working on my mod Eye of the Beholder 2.  At the end of the game, there’s a point where Dran changes into a Dragon.

I’ve tried the Poly and it works great, but I’m limited to what they want us to use.  I would like ot use my own customized Dragon.  There’s is either over powered, epic or under powered normal.

If I use a regular spawn in a del the old Dran. it’s not a smooth transition as the poly is.

Do you have any idea how this can be done or a customized Polymorph.2da file?  I did try adding my own, but I have been unable to get it to work.


To make your own polymorph:
1) Create your own creature skin and creature weapons/melee weapon.  Write down the blueprint resref for these items.
2) Copy a polymorph line you like into an unused line.  Adjust the weapon and skin columns to match your custom items.
3) Change whatever statistics you want to scale up or down the creature.
4) If you want to add or change special abilities refer to spells.2da and input the spell constant into one of the three spell columns.
               
               

               
            

Legacy_Dark

  • Full Member
  • ***
  • Posts: 123
  • Karma: +0/-0
The Genisys Polymorphing System (v2 Final Edition)
« Reply #3 on: June 21, 2013, 07:55:44 pm »


               

WhiZard wrote...

Dark wrote...

Guile,

Question about how polymorphing works.

I’m working on my mod Eye of the Beholder 2. At the end of the game, there’s a point where Dran changes into a Dragon.

I’ve tried the Poly and it works great, but I’m limited to what they want us to use. I would like ot use my own customized Dragon. There’s is either over powered, epic or under powered normal.

If I use a regular spawn in a del the old Dran. it’s not a smooth transition as the poly is.

Do you have any idea how this can be done or a customized Polymorph.2da file? I did try adding my own, but I have been unable to get it to work.


To make your own polymorph:
1) Create your own creature skin and creature weapons/melee weapon.  Write down the blueprint resref for these items.
2) Copy a polymorph line you like into an unused line.  Adjust the weapon and skin columns to match your custom items.
3) Change whatever statistics you want to scale up or down the creature.
4) If you want to add or change special abilities refer to spells.2da and input the spell constant into one of the three spell columns.



WhiZard,



I’ve tried that, but My Dragon is not coming up as a valid selection in the Script editor to choose from. I did make a Polymoorph.2da change by adding a new line. But mine was not coming up.

The part that has me confused is the in Caps section ANCIENT_DRAGON_RED and how you get a valid line that you add to show up and how you reference that new entry to the new creature I made a copy of and all the changes to that one.

I could use some help, if you have a bit a free time to help me on this.

Thanks,
               
               

               


                     Modifié par Dark, 21 juin 2013 - 06:56 .
                     
                  


            

Legacy_WhiZard

  • Hero Member
  • *****
  • Posts: 2149
  • Karma: +0/-0
The Genisys Polymorphing System (v2 Final Edition)
« Reply #4 on: June 23, 2013, 03:12:37 am »


               The row number for the entry you made is the number used in EffectPolymorph();

For example if I made a dragon in row 107 (the row after the last standard BioWare entry), I would use EffectPolymorph(107) to reference that polymorph.  You can also define a scripting constant to be used for the custom polymorph.  For example if you put

const int POLYMORPH_TYPE_CUSTOM_DRAGON = 107;

into an include file, then all scripts using that include file would know that POLYMORPH_TYPE_CUSTOM_DRAGON would refer to your custom polymorph you defined on row 107 of polymorph.2da. 

The "Name" column of polymorph.2da does not specify the scripting constant as far as the game engine is concerned.  Rather this column is just to help the reader know what polymorph is being used.  Not all polymorphs have scripting constants.  The dragonkin polymorph and all polymorphs after row 78 do not have constants.  For these you need to use the row number to reference them.  For example, Polymorph(84) would specify the wisp form.  What determines whether or not the game has associated a constant is found in the script "nwscript".  In that script all constants that exist are defined and all core functions are declared.
               
               

               


                     Modifié par WhiZard, 23 juin 2013 - 02:21 .