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Post by Loudent2 on Apr 9, 2008 11:26:20 GMT -5
Ok, forgot to add a few variables you should put on the mobs: You can disregard that post, the system now just figures out what it should enhance by what is equpped.
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Post by nicethugbert on Apr 9, 2008 12:02:01 GMT -5
Can no we multi-class the critters? Considering you're building level 1 versiosn the only way you'll be able to MC is by using packages to drive it, but yes, you can MC. NEAT! I don't see how I can multiclass from packages only. I've been informed that the way to multiclass npcs is with a set of calls to LevelUpHenchman(...) function and possibly multiple packages. Can I write my own level up script? What do I need to know to make it fit into the LDOA levelup system? All my ideas lead toward multiclassing so it's hard to create without it.
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Post by Loudent2 on Apr 9, 2008 12:42:43 GMT -5
NEAT! I don't see how I can multiclass from packages only. I've been informed that the way to multiclass npcs is with a set of calls to LevelUpHenchman(...) function and possibly multiple packages. Can I write my own level up script? What do I need to know to make it fit into the LDOA levelup system? All my ideas lead toward multiclassing so it's hard to create without it. I'll look into it tonight, but if true, this is a fairly serious hurdle that isn't going to be solved by writing custom Level-up scripts for creatures. It would have to write a generic MC level-up script that can be driven by data (probably a special .2da file). This is not a trivial task.
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Post by nicethugbert on Apr 9, 2008 16:45:37 GMT -5
Is it possible to solve with something like
{ int level = GetLevel(OBJECT_SELF); //some function that returns the desired level string creature_tag = GetCreatureTag(OBJECT_SELF);//some function string LevelUpFunction = creature_tag+"_Levelup";//name of creatures levelup function with embeded levelup info ExecuteScript(LevelUpFunction, level);//don't know excutescript in detail. }
?
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Post by Loudent2 on Apr 9, 2008 17:36:49 GMT -5
Not exactly. Execute script doesn't take any argument other than the script name and the object you want to call it. You'd have do something like store the level value as a local into on the creature.
However, this is the kind of thing that we don't want to do. (well it's the kind of thing I don't like to do). It's better if we write a generic script that takes a MC package(we can define the format) and can do the leveling from that. LDoA has virtually no dedicated scripts. We have "systems" that run on data. That way you can change, add or remove data without having to re-write everything.
There isn't anything that can't be done here, it's more a matter of finding the time.
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Post by nicethugbert on Apr 9, 2008 17:48:10 GMT -5
That's good news. This should be as easy as packlvl{creature tag}.2da where this file is just a list of which class to take at which level. The only complication I see is error processing.
How about the following?
LevelUp(int level) { string tag = ; switch(GetTag(OBJECT_SELF)) { tag1: tag1LevelUp(level); break; tag2: ... default: leveluperror(); break; } }
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Post by nicethugbert on Apr 13, 2008 10:47:04 GMT -5
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Post by mammothtruk on Apr 15, 2008 16:19:56 GMT -5
going to upload the undead army I worked on this week along with some other stuff like items and updated approach area.
These monsters dont really have to be put into the battle field like areas just incase they are needed elsewhere.
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Post by nicethugbert on Apr 16, 2008 15:09:33 GMT -5
Should we put these in haks or erfs?
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Post by Loudent2 on Apr 16, 2008 15:26:36 GMT -5
same thing, different extension. Probably easier all around to put them in .erfs.
this second army isn't going to make it in for the next update. I've already got more than enough stuff to finish up. I have a couple of days off work so hopefully I can power through it and get something out for this weekend.
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Post by nicethugbert on Apr 16, 2008 16:26:16 GMT -5
Someone told me that 2das don't go in erfs, but, in haks.
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Post by Loudent2 on Apr 16, 2008 16:31:20 GMT -5
You are right, if you have .2das they cannot go in .erf files. (well they can I suppose, but they'd be useless)
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Post by nicethugbert on Apr 16, 2008 16:46:06 GMT -5
So, I put the packages in haks and the blueprints in erfs? Or both in haks? Hmm, it may be easier for me to work on the blueprints if they're in erfs.
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Post by Loudent2 on Apr 16, 2008 17:16:19 GMT -5
um, leave the 2das loose, the creature blueprints in an .erf and zip everything up.
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Post by nicethugbert on Apr 18, 2008 11:41:10 GMT -5
What do we need to know about factions here?
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