Author Topic: Updating Descriptions  (Read 577 times)

Legacy_Rubies

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Updating Descriptions
« on: August 05, 2010, 12:49:28 pm »


               I'm fairly sure my instinct is correct on this one, but I'll ask just out of curiousity. '<img'>

To give a rather vague example:

I have a combat ability which reads, as its description:

"A full attack roll is made against the target creature. If it hits, the creature is dealt 100% base weapon damage (+80% bonus weapon damage)."

However, I'm not all too happy with the description and would prefer if it could read what the actual base weapon damage is. Can custom tokens (such as the custom tags for character names, damage amounts < custom0 >) be used in descriptions, or am I limited to how it is now?
               
               

               


                     Modifié par Rubies, 05 août 2010 - 11:50 .
                     
                  


            

Legacy_TSMDude

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Updating Descriptions
« Reply #1 on: August 05, 2010, 02:01:13 pm »


               Which ability and which script and you can change the actual feedback I am sure in the script it is calling.
               
               

               
            

Legacy_Lightfoot8

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Updating Descriptions
« Reply #2 on: August 05, 2010, 10:40:31 pm »


               Where is the discription stored at?  

Is it a talk file referance?

a discription on an item?  

is it a Radial Feat?



The problems I see with a custom token. Is that it is global and no way to tell when the player is going to pull up the GUI to view the discription of the item.  So if both fred and joe have the same feat,  Joe may just get freds stats in his discription.  



If it is a widget. You can just set the discrption on it every time a player equips a new weapon. But since this is the CC board I dont think that is the case and you my just be out of luck.  .
               
               

               
            

Legacy_Rubies

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Updating Descriptions
« Reply #3 on: August 07, 2010, 07:35:42 am »


               

Where is the discription stored at?


It's a tlk entry as it's a feat. I was fairly sure there wasn't a way to edit it (if there was an OnExamine event for feats I'd probably have just forwarded it to a false item that generated the description) but I thought I'd ask, just in case. '<img'>
               
               

               


                     Modifié par Rubies, 07 août 2010 - 06:35 .
                     
                  


            

Legacy_Eradrain

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Updating Descriptions
« Reply #4 on: August 07, 2010, 08:00:54 am »


               As far as I know, .tlk entries are static, and can't support any sort of dynamic changing or variables.  I could be wrong, but my understanding is the game is basically given a line in the talk table via the feat.2da, which it just reads back to the player as-is.  



So no, there's no custom content solution here.  You could easily make a widget with a script that tells the player how much damage his feat will do with the weapon he has equipped, though.  That's not as elegant a solution, but it's better than none.
               
               

               
            

Legacy_Lightfoot8

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Updating Descriptions
« Reply #5 on: August 07, 2010, 11:43:47 am »


               

Eradrain wrote...

As far as I know, .tlk entries are static, and can't support any sort of dynamic changing or variables. I could be wrong, but my understanding is the game is basically given a line in the talk table via the feat.2da, which it just reads back to the player as-is.



Actually Bioware used custom tokens quite a bit in the talk table.

examples:

line  
10471 :<CUSTOM0> attempts <CUSTOM1> on <CUSTOM2> : *<CUSTOM3>* : (<CUSTOM4> <CUSTOM5> <CUSTOM6> = <CUSTOM7><CUSTOM8>)

1772 : <CUSTOM0> : Epic Dodge : Attack evaded

2732: <CUSTOM0> throws grenade-like weapon.

6453 : <CUSTOM0> has left the party.

7992 : <CUSTOM0> now dislikes you!

8123 : You are running low on ammunition! You only have <CUSTOM0> round(s) left!

are just a few that you will recognize.  

The Problem is being able to set the Token  when the when the feat is viewed.  

Now if it is a single player game there would not be a problem. you could just set the token OnEquip
               
               

               


                     Modifié par Lightfoot8, 07 août 2010 - 10:52 .
                     
                  


            

Legacy_Eradrain

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Updating Descriptions
« Reply #6 on: August 07, 2010, 11:46:35 am »


               Ah, cool.  I stand corrected! '<img'>
               
               

               
            

Legacy_Rubies

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Updating Descriptions
« Reply #7 on: August 07, 2010, 08:48:21 pm »


               

The Problem is being able to set the Token when the when the feat is viewed.



Now if it is a single player game there would not be a problem. you could just set the token OnEquip




Now I see the issue would lie in multiplayer games as you can't set the tokens in a tlk on-the-fly. Makes a lot of sense, thanks!