View Full Version : Call up a new console
10-11-2005, 06:25 PM
What script would I need to execute a console-screen based on a dialog?
Also, can I make a non-equipable item such as a datapad or an equipable but not usable item such as an armor or a head-worn item to become usable?
By this I mean to activate it like a shield or stealth-unit, or use it like a medpack or a needle (adrenalines).
While I'm at it, is it sufficient to add a spell to spells.2da to make it usable as a spell? If not, if I'd make a custom icon, would that do the trick?
Also, is there any scripting-guide for adding new spells? Would I simply have to make a script to give me the new spell or is it more complicated?
Det. Bart Lasiter
10-12-2005, 01:00 PM
Beancounter made a tutorial for scripting a passive FP (like 'Heal'), nd tk102 made one for adding a row to spells.2da and making a new icon. But you could script a new one and reference another icon or dialog.tlk description/name in it's row. For instance when testing FP's I added a row in spells.2da that just re-used 'Force Lightning' with a new 'impactscript' column value. As for scripting an offensive FP though, you should take a look at "k_inc_force" for ideas on saving throws and such. Other than that, I don't really know what kind of FP you want to script, so I can't really help you with that. As for the item, i'm fairly sure that you need to add a line to spells.2da, then give the item the 'ActivateItem' property in KT's *.uti editor, then select the row from spells.2da in the property's parameters. Although I think only some base items are usable, but I'm not sure which ones are... I hope that answered your questions :)
10-12-2005, 01:19 PM
As for the item, i'm fairly sure that you need to add a line to spells.2da, then give the item the 'ActivateItem' property in KT's *.uti editor, then select the row from spells.2da in the property's parameters. Although I think only some base items are usable, but I'm not sure which ones are... I hope that answered your questions :)
Take a look at some of the mods available at pcgamemods that make items "activate" a spell function. Pretty much everything in the game can be made to "cast" a spell, dialogue or other function.
Armbands, datapads, helmets.. you name it.
Before I made my Hak Pad (which is an example of a datapad activating something)... I had made a helmet/visor that activated Darth333's Wherami function (seemed "fitting".. hehehe).. the helmet icon showed up in the PC's 'usable items' buttons to the lower left. ;)
Some mods to use as examples:
Defender's Wrist Console:
Darth333's Wherami Armband:
RedHawke's Correction Armband:
stoffe -mkb-'s Combat Simulation Arena:
Xcom's Mind Probe:
10-12-2005, 06:01 PM
-cough- portable bench and lab- http://www.pcgamemods.com/mod/10712.html by-GotGoose? -cough-
vBulletin®, Copyright ©2000-2013, Jelsoft Enterprises Ltd.