Author Topic: More control over item identification?  (Read 1164 times)

Legacy_HipMaestro

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More control over item identification?
« Reply #15 on: October 13, 2013, 10:40:23 pm »


               

ShadowM wrote...
Ok finished overriding the hard-coded ID system to run through my custom examine system. Can now control it with custom functions.I made some custom openstore, closestore scripts to handle that also. I had to also put in custom functions for UMD.  I mainly wanted the system for handling artifacts which cannot be ID without finish a quest to open up their secrets and ignore UMD. Ohh and fixed the bug where they could hand off or pick up the item after the store was opened. HipMaestro I hope you get your system working for your module '<img'>

Hey, ShadowM...

What haks (like CEP) are needed to use your system?  I am interested to try it out when/if you release it?

Actually, I got the Unique Power thingy working okay for race-specific interpretations.  It's not what I really wanted (convo being used instead of descriptive text on the item itself), but it will work for SP also which is important at this stage.  I suspect that your system is also limited to MP but not sure about that.

The more challenging part I'm facing is designing an NPC interpretor interface where an NPC does the same thing the Unique Power does, but only for races that cannot translate it themselves.  So far, I'm forcing the PC to place the item on a desk, checking the item props and the character race, interpreting the text, then shoving the item back into the PC inventory with the original language (i.e. "as is" for the item).  So, if a race cannot read it without an interpretor, they need to keep returning if they forget what the translated information contained.  I was also considering placing the translation in the journal of the language-challenged PC to avoid that repetitve procedure.  Problem is, I'm learning commands and functions I've never used before so it is a lot of trial 'n error discovering the script mechanics.  But that is par for the course, I'm sure '<img'>

I still think that the ID'd/UnID'd toggle is the most realistic dynamic, but the OnExamine event used by NWNX was only designed for MP, so am stuck with anything that works.  

Thanks for keeping us posted on your development! '<img'>
               
               

               
            

Legacy_ShadowM

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More control over item identification?
« Reply #16 on: October 14, 2013, 06:36:16 am »


               Well you need a custom feat to make as the new examine that you give to everyone. So that feat.2da and spell.2da edit. You need to edit skillvsitemcost.2da to disable the engine examine/umd system. I then made a custom one that mimics it hr_skillvsitemco.2da but you could script around it,Just easier I think. You will also need to add placeholder in iprp_addcost that match up with all umd restrictions(class,Race,Alignment).  It will be released in HR base 9.50, but that might be awhile because I doing a lot of work with familiars also.