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View Full Version : adding spells to items???


Commas
03-23-2004, 07:57 AM
has anyone made any progress on adding spells to items? cause i know i havent.

i've been trying to add the droid carbonite spell to Kel Fisto's Lightsaber that i have for download on my webpage with no luck whatsoever, and i know a few weeks ago no one could figure out how to make an armband flamethrower. i've tried everything i can think of and i can't make my lightsaber cast any spells, including droid utility spells, force powers or personal sheilds (all of which i tried adding to the lightsaber and would not even appear in the game except for "uses: unlimited" in the descripting). itemprops.2da says melee items can cast spells, however it doesnt even have a column for lightsabers, i assumed they are included in melee.

i've tried adding the new property manually in both the gff editor and kotor tools uti editor with no luck, i tried copying and pasting it directly from the carbonite projector's uti, i tried creating a new entry in spells.2da and pointing it to that, and many other ill fated ideas that i tried mostly out of desperation including trying to make a new script (despite knowing nothing of C besides looking at exsisting scripts and trying to pick it up from contex) plus countless other attempts i can't recall, all to no avail.

i know i've tried everything i can think of, but with my limited knowledge of modding i can't quite seem to make it work, and i've run out of ideas. perhaps one of the veteran modders here can give it a whack (especially since recently many have been talking about lacking good mod ideas).

Commas
03-24-2004, 12:55 AM
bump

sorry, but this one has me completely stumped, i could really use some help here

dj_owen
03-24-2004, 02:49 AM
i've been petitioning for this for awhile too.

i just don't think anyone knows how to do this (or they're not sharing), since it has been asked multiple times.

it would so cool though!

Commas
03-24-2004, 06:17 AM
perhaps something to try is to make an all new force power, meaning a new entry in spells.2da and a new script that gave the force power abilities that were similar to the carbonite ray, using the same beam, giving the same damage, paralyzing, and all the other stuff. i myself know nothing of scripts, i tried to pick them up from context, which is practically impossible, so clearly all my attempts failed. but there are many modders on this board that do know the language of the scripts and could a build a new one up from scratch that created a power close to the carbonite beam (and the flamethrower too, since there was a lot of people interested in that)

sorry to keep bumping this thread, but i've been trying to make this work for weeks no with no luck, and i really want to add this to my lightsaber so its finnished.

Goran
03-25-2004, 10:41 PM
I downloaded your new saber.

But I can't find it in game.

I put it in my over ride folder, do you have a giveitem code for it?

gameunlimited
03-26-2004, 12:48 AM
Have you been able to make the force power selectable in the game interface? If so, adding the correct force power script to it would be easy enough. I have not tried to put a spell into an item yet.

Commas
03-26-2004, 07:51 AM
it doesnt appear in game yet, i need to look over the turtorial thread for how to do that with scripts, you need to use the cheat giveitem rs_w_lghtsbr99 for now

and when i tried making an all new force power i was able to get an icon for the power to appear in the hostile force powers menu, but when i clicked it nothing happened

gameunlimited
03-26-2004, 07:57 AM
Originally posted by i like commas
and when i tried making an all new force power i was able to get an icon for the power to appear in the hostile force powers menu, but when i clicked it nothing happened

Cool then, making the script for the force power should be easy enough. If you can send me the files, I will be happy create a script file and will provide both the source and the compiled version back to you so you can play around with it to your liking.

tk102
03-26-2004, 08:09 PM
Getting the icon to appear is the hard part. Once you have it, it's all a matter of scripting -- that part is fun and provides the freedom to do pretty much anything you want in the game.