Eagles Talon wrote...
One question. On the "adding simple misc. item types to baseitems.2da" Does that mean I could add another say.."Potions2" categore to get another 256 potions available? Or is it just "misc."?
You can add a "potions 2" item type, but it won't get the drinking animation when used...that's hardcoded for regular potions (the same goes for scrolls and the reading animation, shields and proper equipping to the left forearm node, torches and the "torch holding" animations, etc.). Pretty much any item type that has a special animation/pose associated with it's use won't have those if you try to add a similar item type.
New miscellaneous items that just use an inventory icon you can add as many as you want to the baseitems.2da file. I suggest doing a copy & paste of the type of item you want, then alter what's needed after that in the entry.
Note: New item types after a certain line number in the 2da (probably around 128 or so) will work fine in-game, but when unidentified and picked up by a PC, the combat info/log window will show the acquired item type as a "bad strref"...this is just a limit to the game engine and isn't cause for alarm. The proper item type will display both in the inventory screen normally and in the description when examined.
As far as the 3-part/layer items go, it's set up like this:
Example: default longsword
In the toolset, you'll see a "part number" and a "color number" for the top, middle, and bottom. Part numbers start with 1 and can go up to 25 (if models get added via hak file). Color numbers are usually 1, 2, 3, or 4 (with the different colors simply variants on the same shape as color 1.
That Part 1, Color 1 item is actually using model and icon number 011...the 1st two digits of the file names are the part number, the last digit is the color. Part 3, Color 2 is model and icon number 032.
Example 2: default longsword with custom content additions
By adding icons and models, you can greatly expand on available appearances. Still using the longsword, in the hak you can add new part numbers and "colors". Just make sure to add the "color variants" to "part 1" first, otherwise you can't access those "colors" in the higher "part" numbers.
So, if we want to be able to fully expand on possibilities for blade appearances, we need to add both models and icons for colors 0, 5, 6, 7, 8 and 9 to top part number 1.
*_t_010
*_t_015
*_t_016
*_t_017
*_t_018
*_t_019
With the upper limit on this being #255, that mean "part 25" is limited to "colors" 0 to 5.
*_t_250
*_t_251
*_t_252
*_t_253
*_t_254
*_t_255
This works for any of the 3-part/layer item types...weapons, potions, wands, rods, staves, and any new such items you decide to add.
Any such item types that don't have an equipable 3D model associated with them (rods, wands, potions, any misc. items) don't need new models, just the icons. You do need new models if your module uses a hak that makes wands and rods equipable, otherwise you'll end up with PCs holding plain brown sacks.
Technically, I think you might even be able to make new 3-part "misc." item types that just use inventory icons. You'd loose the spots for icons numbered 0-9, but be able to have a single item type with 3 layers of 246 appearances...just make sure each section (top, middle, and bottom) has one appearance that's just black with a solid black alpha channel in the icon (for a "blank"), and you could have up to 735 (245 * 3) different misc. icon appearances with a single item type.
Modifié par The Amethyst Dragon, 07 mai 2011 - 11:04 .