Member
Join Date: Apr 2011
Posts: 77
|
I'm wondering if the scripting is applicable to allow the Nimbleness magical ability to alter the armor it is placed on?
Nimbleness increases the Max Dex of the enchanted armor by +1 and lowers the Armor Check Penalty by 2. It's possible I could do a "dirty" fix and just add in the scripting to add to the skills manually, but I'd prefer something more thoughtful. Might be that this is a difficult task as it needs to manipulate some of the core source files? A reply on the validity of this would be great. |
#1 |
Member
Join Date: Apr 2012
Location: Washington, D.C.
Posts: 76
|
I haven't messed with armor much at all, but try looking at the mithral special material. You should be able to find the components there.
|
#2 |
Senior Member
Join Date: Oct 2011
Posts: 6,793
|
This is quite doable through the editor. As GLBIV said, look at the mithral material for a start. Both item powers and materials are picks that are in a similar place (inside a custom magic weapon/armor).
|
#3 |
Member
Join Date: Apr 2011
Posts: 77
|
This is what I've found in the "srd_materials.dat"
Pre-levels 2500 ~ If we're a armor, reduce our penalties now - we have to wait until ~ now to do it because our armor check penalty won't have been set until now if (container.parent.tagis[component.BaseArmor] <> 0) then container.parent.field[mArcFail].value -= 10 container.parent.field[mMaxDex].value += 2 container.parent.field[mArmorChk].value += 2 endif I can see where altering the mArcFail, mMaxDex, and mArmorChk is fairly straight forward and looks easy. Edited everything and it works perfectly. Thanks for the help everyone. Last edited by McQ; September 18th, 2012 at 07:18 PM. |
#4 |
|
|