HELP! New items can't be equiped!

Discussion in 'General Modification' started by 0rion79, Apr 23, 2005.

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  1. 0rion79

    0rion79 Established Member

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    Guys, I need help: the new items that I created can't be equiped by my testing party! I copied existing items, modifying the ID number and the other values that I wished to change. Weird that the items that I just modified without copying the raw and editing them are working fine and my party may equip them with no problems at all. What am I doing wrong?
     
  2. lord_graywolfe

    lord_graywolfe Wolfman

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    you need to go in under the description mes file and add the new items and thier line numbers to it before you can use them. just a basic 1 word name is all thats needed write them in just as the others are. you dont need the editor for this just open it using notepad, thats what i use, or wordpad and then save it when your done.

    oh and make sure you keep virgin back ups of everything in case you need to go back
     
    Last edited: Apr 23, 2005
  3. 0rion79

    0rion79 Established Member

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    Gray, thanks a lot and now everything is clear.
    Making order, the description.mes is to add items' names; the long_description.mes is to add long desriptions to some very special itelms. both must be edited with the protos.editor, otherwise some game versions may not read it.
    More, now all items are fine. There are some empty spaces for each cathegory: 4236-4499 for weapons, 6305-6999 for armors and others, for example. I added all of my items in places that were already filled by doors :D But giving them the right ID sloved the problem.
    The only item that is still giving me problems is the Holy Avenger, since there is no way to give it the proper dispell magic ability. It just won't pop up in the radial menù. Any clue about it? I followed the editor walkthrough! But it looks harder of what I thought.
    in column 181, I added:
    useableitem with 0 and 1 as variables, then the spell in column 312/spells: 'Dispel Magic' class_sorcerer 3
    The question is: is there any way to have the dispell magic to be powerful as the corresponding paladin/caster level? Is there anything that is missing? Thanks.
     
    Last edited: Apr 23, 2005
  4. lord_graywolfe

    lord_graywolfe Wolfman

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    well with items the level of the spell affect is fixed. it will be whatever level you make it just like wands, rings and other items. so set it to what you think is an approprate level.
     
  5. 0rion79

    0rion79 Established Member

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    please, could you give me step-to-step instructions? I'm still at first arms, even if I have a lot of will to do.
    So, how do I set the spellcaster level? What for example if I want to set it like Cleric 5°
    Why the dispell magic effect won't pop up in the radial menù?
    How do I set the sword to be used only by pladins or only from arcane/holy spellcasters or from everybody?
    I think it is something that could interest any future modder.
     
  6. lord_graywolfe

    lord_graywolfe Wolfman

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    hmmm ok ive been trying to find a dispel magic bonus for a weapon but dont see one. i havent tried apllying spells effects yet but collums 312-331 are for spells and they give you some examples on how to put them in. it would be like this

    'Dispel Magic' class_cleric 8

    now i like i said i havent tried this yet so im not sure if that will put it in the radial menu. Allyx is better at figuring that out than i am

    as far as i know you cant set it an item to single class. you can limit the alignments that can use it. Fragarach's special bonus and user restrictions was writen into the game itself. Liv is the only one i know of that would even have a chance of making one for a holy avenger.
     
    Last edited: Apr 25, 2005
  7. 0rion79

    0rion79 Established Member

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    When you write class_cleric 8, I wonder if 8 is the cleric level or the spell level, because in the tutorial, it takes acid splash and it writes sorcerer 0, since it takes the scroll name and that one is a 0 level spell.
    I guess I'll have to wait for Allyx's help, otherwise you would soon have a minor Holy Avenger, an Alchemical Silver +3 (or +5, what do you think?) Holy Lawful longsword with magic Resistance 15.
     
  8. lord_graywolfe

    lord_graywolfe Wolfman

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    sounds good to me, id do +3 i think thats as powerful a weapon as is needed in this game. im trying to make an elven longbow similar to the comp bow but based on dex instead.

    the number on there is the level the spell is cast at cause at one point they have shield listed as sorcorer 3 and thats a 1st level spell
     
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