I'm curious why you have different model ranges to the script I have GOG.
I used a literal based on trial and error rather than looking at the 2da (errmmm mainly because I forgot it was there tbh
) and the largest model number I could use was 35 rather than the 50 that the default 2da lists for a helm. The models after this were not helms when I tried it, then again I was using:
oNew = CopyItemAndModify(oItem, ITEM_APPR_TYPE_SIMPLE_MODEL, 0, nModel, TRUE);
in my script, wonder if I'm missing some choices, the last model in the list is the funny sparkly one?
Also with the shields there are different ranges depending on what type of shield it is and again using the ITEM_APPR_TYPE_SIMPLE_MODEL I have these as the limits:
switch(GetBaseItemType(oItem)) {
case BASE_ITEM_TOWERSHIELD:
if (nModel == 13) {
nModel = 21;
} else if (nModel == 23) {
nModel = 31;
} else if (nModel == 33) {
nModel = 41;
} else if (nModel == 43) {
nModel = 51;
} else if (nModel == 51) {
nModel = 11;
} else {
nModel++;
}
break;
case BASE_ITEM_SMALLSHIELD:
if (nModel == 13) {
nModel = 21;
} else if (nModel == 23) {
nModel = 31;
} else if (nModel == 33) {
nModel = 41;
} else if (nModel == 43) {
nModel = 11;
} else {
nModel++;
}
break;
case BASE_ITEM_LARGESHIELD:
if (nModel == 13) {
nModel = 21;
} else if (nModel == 23) {
nModel = 31;
} else if (nModel == 33) {
nModel = 41;
} else if (nModel == 43) {
nModel = 51;
} else if (nModel == 56) {
nModel = 61;
} else if (nModel == 75) {
nModel = 11;
} else {
nModel++;
}
break;
}
Do yours use the ITEM_APPR_TYPE_ARMOR_MODEL and do they all show the 100 shield types the 2da would suggest they would (assuming the same type script)?
Modifié par ent.devil, 18 janvier 2011 - 07:58 .