![]() Some possibly interesting reviews of deleted lines see also Cut Items for more details. The torch line15 is hardcoded so it will do the proper animations for torches (holding them high at rest/when moving) and a sound effect / proper light animation. Grenade line 81 uses the "Throw" animationĮverything else uses the default "Hands, forward" use item animation - so no new potion items that, at least, make sense.Scroll line 75 uses the "Read" animation (seems line 54 which is a deleted line, see below, also might use this).Potion line 49 uses the "Drink" animation.There are some "use item" animations that are hardcoded: They also disappear on the last use even if they have charges or uses/day added, and the game assumes only one usable item property when dragging to the quickbar. Potion Hardcoded AspectsĪnimations - as per below - and the fact you can drag potions (line 49) to a henchman to have them drink it is hardcoded. Scrolls have special properties such as disappearing when used up (even if the item has charges), the animations involved in using the item as per below, and the fact the game assumes a single usable property making multi-spell scrolls difficult to have. There are technically 2 scroll item lines, but one is incomplete and unused (but can be re-added). There are some engine hardcoded aspects around it however, even if you reuse the ammo (given there are limited ammo slots) similar to an existing items. In addition Tower shields are hardcoded to be unusable by smaller creature sizes than Medium. While the column "BaseAC" now is functional for Small, Large and Tower shields (1, 2 and 3 AC respectively), you cannot add more shield lines. This is because the actual AC value of armor is linked to the appearance, which is in turn hardcoded to the armor line in baseitems.2da (ie other items will not read from the "ACBonus" column in armor.2da). There is no way to add fully functional new armor even if the slot type is defined correctly (ie it fits on the chest). The engine seems to wrap around to a random baseitems.2da row for the feedback message. Note: This happens if the item is "unidentified" when the OnAcquire event fires. In a MP game it might just not even appear properly for players, so do not use lines higher than 255 (at least for player-available items!). One problem with going over 255 lines is that the base item type TLK identifier will not be loaded correctly, such as in this example. It is recommended to reuse "reserved" lines for new ones. There is a game engine limit of 256 (0-255) lines in baseitems.2da. WeaponFinesseMinimumCreatureSize - If set to a creature size (see creaturesize.2da), that size (and higher) can finesse using that weapon unhardoding the Weapon Finesse feat.Note that gloves/bracers do not need to have this set. IsMonkWeapon - allows a weapon to be used for Flurry of Blows (even ranged weapons like Shurikens) and other bonuses monks recieve on weapons (such as Unarmed Base Attack Bonus) that previously only applied to the Kama, line 40 and Torch line 15 (although the torch can't attack itself, it can be equipped and the primary weapon be a Kama or empty to enable the same bonuses).Note that you still cannot add more shields. BaseAC for the 3 shield lines (14, 56, 57) now correctly alter the shield AC granted. ![]() 29 several game engine changes were made: ![]() See the table below for further information on these columns: WeaponFocusFeat, EpicWeaponFocusFeat, WeaponSpecializationFeat, EpicWeaponSpecializationFeat, WeaponImprovedCriticalFeat, EpicWeaponOverwhelmingCriticalFeat, EpicWeaponDevastatingCriticalFeat, WeaponOfChoiceFeat. ![]() Enhanced Edition Improvements / Unhardcoded AspectsĮarly on in EE these columns were added that unhardcoded what feats were used for what weapon bonuses. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |