Author Topic: HR 9.25  (Read 328 times)

Legacy_ShadowM

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HR 9.25
« on: May 19, 2013, 09:02:34 pm »


               Updated PDF
Renamed vaei hak to Mount_Fly_Vaei and added the custom humanoid creature mount models.
Deleted Apptail.2da and incorporated it into custom appearance.2da
Deleted app_skinning.2da and incorporated it into custom appearance.2da
Added Null human to polymoprh.2da so that we do not see anything when we changing the size of a creature.
Add App to tail.2da so we can find the appearance just by the current tail number.
Add five new columns to custom appearance.2da (Tail, C_ANIM with work with scaling system. MOUNT,
ISMOUNT, for MOUNT point to the model that has mount animation that allows us to add all the humanoid
models to ride any mount. Moved over all app_skinning columns also.
MeatREF Meat_DC RawMeatDC HideREF Hide_DC Special1 Sp1_DC Special2 Sp2_DC Special3 Sp3_DC
This saves us two .2da and make it easier to read and update.
Updated Scale functions to use the new custom appearance.2da
Seems bioware did not include all the models in tail.2da they missed the red Troglodyte, green Troglodyte to
name a couple, so we moving over the tail.2da into the hak file hr_base and adding the missing models so we
can scale them.
Since you can now route the combat round function you can now have a casters cast in any order you want.
Sample Orc Sorcerer in corner of the map will cast his spells in order and then go back to normal AI, see
sp_combat_ai script (WizSample function) to see how to set up your own.
Add new faction Neutral for horses so that hostile can mount them also.
Updated trip combat ability to knock down longer, add text description in custom combat feat and add check for
size difference.
Updated iprp_qualcost.2da and hr_base.tlk files to add more fine cost changes. like .1 , .2 etc...
Updated Combat expertise and improved Combat expertise so they are set to your base attack bonus. PNP
********
TOOK THE PLUNGE and add all the size categories for scaling and adding support for custom sizes ( bioware
does not recognize custom sizes and treat them as medium creatures with no affect to AC / ATT that you see in
the creaturesize.2da so we had to script though. Bioware engine does not recognize size change when using
SetCreatureAppearanceType function so you have to quickly polymorph the creature to update, the engine then
treat it as the new size in regards to AC/Attack bonuses/penalties. This take the standard appearance.2a from
870 all the way up to around 5670, I know this is a lot of appearance.2da line, but this will allow us to set any
creature to any scale(10%-200%) and any size (all 3.5 D&D sizes including immobile of each size) from one
custom function. I will explain in more detail under size system.
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Added all monster humanoid models in mounted form so you can have them riding horses and custom mounts.
Added support for custom mounts like DG mounts and made them compatible with all pc / humanoid monsters.
Made it so you can just put monster/npc into mounted and they will have all the mounted effects when the are
spawned. Skill decrease/ speed increase etc...
Added three more Feats / Effect / Item property (under bonus feats)
Hydration: Continually provides life-sustaining hydration, but not instantly. The wearer does not need to drink, but
still need to eat.
Nourishment: Continually provides life-sustaining nourishment, but not instantly. The wearer does not need to
eat, but still need to drink water.
Sustenance: Continually provides life-sustaining nourishment and hydration, but not instantly. The wearer does
not need to eat or drink.
New Appearance.2a columns
TAIL Point to the tail number used by this creature for scaling from tail.2da
C_ANIM Some creatures do not match up with their animation so we can point them to any of
the animation sets.
MOUNTED Appearance.2da number that this humanoid creature uses for mounted animation. If
this is a negative number that means this is this is the appearance for unmounted of the
creature.
ISMOUNT 1 if this is a custom mount (alternative to horse mount)
MeatREF 1 for standard Blueprint ResRef item of meat for this creature, put in you custom
Blueprint ResRef here if you want.
Meat_DC 10 + This creatures HD + This number = the skinning DC of meat
RawMeatDC 10 + This creatures HD + This number = the DC for eating the raw meat of this
creature.
HideREF 1 for standard Blueprint ResRef item of hide for this creature, put in you custom
Blueprint ResRef here if you want.
Hide_DC 10 + This creatures HD + This number = the skinning DC of Hides
Special1 Blueprint ResRef item of special 1 item for this creature, put in you custom Blueprint
ResRef here if you want.
Sp1_DC 10 + This creatures HD + This number = the skinning DC of special 1
Special2 Blueprint ResRef item of special 2 item for this creature, put in you custom Blueprint
ResRef here if you want.
Sp2_DC 10 + This creatures HD + This number = the skinning DC of special 2
Special3 Blueprint ResRef item of special 3 item for this creature, put in you custom Blueprint
ResRef here if you want.
Sp3_DC 10 + This creatures HD + This number = the skinning DC of special 3
Add variable / integer for food items / creatures to keep variables on their meat even after cooked. So could have
meat that is still poison after it cooked etc..

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Legacy_Rolo Kipp

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HR 9.25
« Reply #1 on: May 20, 2013, 05:12:31 am »


               <thinking...>

Wow. That's a whole lot of work.
So, using your custom mounts & scaling, could we model a horse-sized dragon mount and scale it up to dragon size and have the rider properly sitting 12 feet off the ground? Ditto elephants?

Or are we still looking at colossal mount phenos for that?

<...in circles>
               
               

               
            

Legacy_ShadowM

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HR 9.25
« Reply #2 on: May 20, 2013, 06:08:42 am »


               No custom scaling yet, to do a colossal mount we would need an adjust pheno because mounts are just the tail of the controlling model (pc / humanoid model) and the standard mounted pheno is to low. If I did like giant dragon it would just be in the ground I think with the rider sitting about the same height as if it was riding a normal mount, but there are future plans to make a bigger riding pheno and a riding flying pheno down the line.

I just made it really easy to put in any custom mounts like DG and put in all humanoid monster so you can have them use the mounts like 200 more monster can now ride the standard mounts and custom mounts. This is from my other system.
LINK

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                     Modifié par ShadowM, 20 mai 2013 - 05:13 .