<grinning...>
Oh, I don't know *tries to look forbidding*
That's a lot of work, documentation is. <*raven eye-roll*>
I'll probably order... <beg>
...my PDF minion... <master, more like>
...to bash something together :-) *swipes at Bother* <hah!>
My intention for the inventory vfx is to provide an erf with the onAcquire/Equip scripts that just work. Put a backpack in your inventory and it appears on your back (oldest one). Acquire a sheath, it appears by your side. Unequip a sword, it is put in the sheath container in inventory and the hilt vfx is added to the sheath vfx. Equip it and it moves to your hand, and the hilt vfx is removed.
To do this will require a variable on the item with the baseitem name. That name will attempt to look up a phenofx. If it exists, it is used. If not, no skin off our noses.
Edit: The key here is you do *not* use direct row indexes into visualeffects.2da, you provide a string sBaseItemName and object oTarget to the ApplyPhenoVFX function. This does mean giving masks and hats their own baseitems, btw.
Edit 2: You will also be able to apply other VFX by *name* rather than knowing their index. This system will be an extension to the default Bioware system that requires the VFX index. Those VFX functions will be unchanged. (Old scripts will work, provided they still reference the correct index - all VFX below 1000 are unaltered)
Once the system is in the mod, new VFX can be added (or even (*gasp*!) taken away) without the builder having to merge/modify or tweak things.
Some sort of documentation detailing installation and setup is mando, and I'd like a nice visual catalog of VFX, to boot ;-)
We'll see...
<...like a cheshire cat>
Modifié par Rolo Kipp, 30 décembre 2013 - 05:10 .