Author Topic: Non Mage robes?  (Read 1831 times)

The_Swordalizer

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Non Mage robes?
« on: May 23, 2005, 06:25:25 AM »
I want to create an item that disguises its wearers identity - in this case a large robe. If I give it the robe animation it only appears for mages, other classes simply default to no armour. Is it possible to have the animation change when you put on the robe? If so is it possible to have that change depend on your race (i.e. a human would change to human mage, a halfling to halfing mage etc.)?

Offline Bons

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Re: Non Mage robes?
« Reply #1 on: May 23, 2005, 10:18:21 AM »
It could maybe be done creating by multiple effects with Use EFF File [177], referencing Race.IDS, one for each player race. When the Race.IDS entry matches, you could direct it to use the appropriate Animation Change[53] effect to switch the avatar to the corresponsing race's mage animation. That might work, yeah, and if it doesn't, there's always sloppy scripting. :)
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The_Swordalizer

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Re: Non Mage robes?
« Reply #2 on: May 23, 2005, 11:22:43 AM »
So I need to make my own effect...  :-\

Time to download EFFmaker!

The_Swordalizer

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Re: Non Mage robes?
« Reply #3 on: May 23, 2005, 01:41:08 PM »
Okay... where's EFFmaker? I can't find it on the pocketplane modlist - which we all know means it doesn't exist :P

Is there a newer EFF editor? I could use NI but I can't find any tutorials...

Offline the bigg

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Re: Non Mage robes?
« Reply #4 on: May 23, 2005, 02:13:54 PM »
Okay... where's EFFmaker? I can't find it on the pocketplane modlist - which we all know means it doesn't exist :P

Is there a newer EFF editor? I could use NI but I can't find any tutorials...

NI is not OK for EFF editing, because in at least a case it's known to add changes of its own to the files (in particular, if you use "No Animation" for summoning effects, it resets to the standard "Puff of Smoke").
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Offline Ghreyfain

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Re: Non Mage robes?
« Reply #5 on: May 23, 2005, 05:10:08 PM »
You'd have to check gender, too.  Can't just change to a race X mage animation.  It'd be gender Y, race X, mage.
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Offline Bons

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Re: Non Mage robes?
« Reply #6 on: May 23, 2005, 06:44:55 PM »
Blah, I forgot about gender. Can you do a compound check of two IDSs like that w/in one effect? Because my brain is hurting thinking about it now w/o relying on sloppy scripting (and this seems like just the sort of thing that could cause a stutter bug if done through scripting). Oh, for a SWITCH-CASE!

Also, try using DLTCEP for your effect & item making. It's a very handy tool!
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Offline the bigg

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Re: Non Mage robes?
« Reply #7 on: May 23, 2005, 06:55:23 PM »
Blah, I forgot about gender. Can you do a compound check of two IDSs like that w/in one effect? Because my brain is hurting thinking about it now w/o relying on sloppy scripting (and this seems like just the sort of thing that could cause a stutter bug if done through scripting). Oh, for a SWITCH-CASE!
You can have the item call 14 effects, calling 7 of them for male and 7 of them for female, and then each of these effects call a secondary one according to race. Really boring to code unless you do some WeiDU hackery. And anyway scripting is worse, as you'd have to manually switch back to older animation when you remove the item (and so also check the class). Dunno if the time setting "While Equiped" is preserved in such structured EFF callings, though  :(
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Offline Galactygon

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Re: Non Mage robes?
« Reply #8 on: May 23, 2005, 09:26:59 PM »
While equipped is preserved in EFF files, and the above method would work out wonderfully if not for one (hardcoded) fault. You will be transformed into a mage character, but you will not have any special robes or armour showing, only the default clothing. This happens if your character isn't transformed permanently.

The only way to solve this is to have a spell cast when you equip the robe that changes the animation permanently, but un-equipping the robe will still make your character look like a mage. To address that, equipping armour should revert the character back to his/her normal appearance.

The only trouble is, once you apply this method to one robe/armour, you should do so with every single robe/armour in the entire game, which is quite painstaking (unless a WeiDU guru could help me on that matter).

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Offline the bigg

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Re: Non Mage robes?
« Reply #9 on: May 23, 2005, 09:54:39 PM »
The only trouble is, once you apply this method to one robe/armour, you should do so with every single robe/armour in the entire game, which is quite painstaking (unless a WeiDU guru could help me on that matter).

-Galactygon
CamDawg resorted to listing all armour in a component of G3Tweaks instead of using some tp2 magic to identidy them, if this tells you anything  :)
And, using permanent has the non-so-small drawback that you need to scan for race, gender and class to assign the correct animation, and I wouldn't like to think to the slowdown you'll experience in game afterwards, if you used scripts. Luckily, some brand-new features of WeiDU (EVALUATE_BUFFER) would help in creating this, but still, the game is going to be drastically affected.
Author or Co-Author: WeiDU (http://j.mp/bLtjOn) - Widescreen (http://j.mp/aKAiqG) - Generalized Biffing (http://j.mp/aVgw3U) - Refinements (http://j.mp/bLHoCc) - TB#Tweaks (http://j.mp/ba02Eg) - IWD2Tweaks (http://j.mp/98OFYY) - TB#Characters (http://j.mp/ak8J55) - Traify Tool (http://j.mp/g1Ry9A) - Some mods that I won't mention in public
Maintainer: Semi-Multi Clerics (http://j.mp/9UeIwB) - Nalia Mod (http://j.mp/dng9l0) - Nvidia Fix (http://j.mp/aRWjjg)
Code dumps: Detect custom secondary types (http://j.mp/hVzzXG) - Stutter Investigator (http://j.mp/gdtBn8)

If possible, send diffs, translations and other contributions using Git (http://j.mp/aBZFrq).

The_Swordalizer

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Re: Non Mage robes?
« Reply #10 on: May 24, 2005, 03:23:34 AM »
Hmm.. this sounds like a ballache of a job. I'll look at another way of progressing the quest.

@ Bons: Yeah, Ill look at DLTCEP for EFF editing. I use it for area's and stuff but I forget about all the other neat stuff it can do!

 

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