neme
Wanderer
i like to burn things :)
Posts: 7
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Post by neme on May 30, 2005 10:59:49 GMT -5
Is there any way to make a new magic effect, because i was trying to make bound greaves and pauldrons but i cant do the bit where it says: "effect" and it has all the bound boots and dagger and such. ive done all the other things that the other bound items have just not the effect can any one help?
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Post by Calislahn on May 30, 2005 11:05:33 GMT -5
I'm not sure neme i've never tried to make a bound item, i'd have to look in the cs to see what you mean
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neme
Wanderer
i like to burn things :)
Posts: 7
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Post by neme on May 30, 2005 11:10:42 GMT -5
I've seen some others, but i dont want to use them because if i ever want to do any thing else which is simillar i'll have to ask for help again...
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Post by Calislahn on May 30, 2005 11:11:09 GMT -5
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neme
Wanderer
i like to burn things :)
Posts: 7
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Post by neme on May 30, 2005 11:13:04 GMT -5
oh well, i really should have looked into it first...
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Post by Calislahn on May 30, 2005 11:16:15 GMT -5
It can be frustrating when you've already started trying something only to find it doesn't work or isn't possible Sorry i couldn't be of more use Just goes to show i don't actually know everything despite what some might think
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Post by Bravo 1 on May 30, 2005 11:21:35 GMT -5
Yes, you can make a new magic effect. For example, I saw a mod not long ago that lets you summon bound pauldrons and greaves. There are also various mods which add extra summon spells (not scripted like cortex). THe problem with these is compatability. I think there's one empty effect slot in Vanilla MW, which then gets used up in BM...but then BM adds two new slots...or something like that. Problem is that if every mod uses those two slots, you can only use one of them at a time. Of course, you could script summon spells...but, things could get pretty nasty; of course, even the original bound weapon spells had numerous glitches/exploits... I'd have to take another look in the CS, but I think I recall someone posting a guide to adding a new spell effect, I'll see if I can dig that up for you a little later.
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Regan
Timeworn
Ancient
Must Try Harder
Posts: 2,382
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Post by Regan on May 30, 2005 11:25:43 GMT -5
Bear in mind I don't know exactly how you'd do this but I know it's possible: Make a new 'dummy' spell (cure paralysation for 1 second for example) Write a new script to check for that spell name or effect (I can't remember which ) that will add and equip the armor you want, then unequip it after a set time has elapsed. See, I know things too
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Post by Bravo 1 on May 30, 2005 11:42:07 GMT -5
Write a new script to check for that spell name or effect (I can't remember which ) You mean: if( Player->GetSpellEffects, "dummy spell" == 1 )
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Regan
Timeworn
Ancient
Must Try Harder
Posts: 2,382
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Post by Regan on May 30, 2005 11:46:02 GMT -5
Yes, that was it, thanks Bravo
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neme
Wanderer
i like to burn things :)
Posts: 7
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Post by neme on May 30, 2005 11:58:30 GMT -5
i'd like to avoid the scripting as much as possiable i know as much about scripting as a brick knows about swimming.
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