Temple+ Modding Question

Discussion in 'General Modification' started by _doug_, Feb 21, 2018.

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  1. _doug_

    _doug_ Established Member

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    FYI: The latest VS update broke things. I was able to get temple+ to build and work again by making sure EA_HAVE_CPP11_INITIALIZER_LIST gets defined and commenting out a couple lines in some dependency header files.
     
  2. Sitra Achara

    Sitra Achara Senior Member

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    Should be fixed now. Update the dependencies.
     
  3. _doug_

    _doug_ Established Member

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    Is there a way to get a character's size without regard to enlarge and such?
     
  4. Sitra Achara

    Sitra Achara Senior Member

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    I guess you'd have to alter the enlarge effects. I did something similar with model scale. The messy part could be finding out where in the engine it looks up size and in what method.
     
  5. Sitra Achara

    Sitra Achara Senior Member

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    Actually scratch that, i was confusing size with reach. You can get the base size from obj_f_size.
     
  6. _doug_

    _doug_ Established Member

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    I wanted to get your opinion on something Sitra:

    I was thinking of changing the feats file reading code such that the child feats could be added in the same file as the parent. This would be useful for creating feats like power critical that have lots of child feats. By default the child feat would start with the same values as the parent (but the flags field would not have the master flag set) so less information would have to be entered.

    It would look something like:

    name: Power Critical
    flags: 13107200
    prereqs: 266 4
    description: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
    prereq descr: BAB 4, Weapon Focus with weapon
    name: Power Critical - Gauntlet
    prereqs: 266 4 1417
    name: Power Critical - Unarmed Strike Medium Sized_Being
    prereqs: 266 4 1418
    ...
     
  7. Sitra Achara

    Sitra Achara Senior Member

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    I'd prefer to auto-generate these per weapon feats.
     
  8. _doug_

    _doug_ Established Member

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    Thanks for the advice. I'll see about doing that. I think I could generate the feat info on the C++ side in LegacyFeatSystem and handle the implementation in python. That would probably work pretty well.
     
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  9. Sitra Achara

    Sitra Achara Senior Member

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    Yeah it's sthg i always wanted to get around to. Also worth considering making it possible to accommodate weapon groups a la pathfinder.
     
  10. _doug_

    _doug_ Established Member

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    I pushed it to github. I had one issue though with the log system. It is hard coded to use one bonus list for the attack and the confirmation. It seemed like a serious rewrite would be required to fix it so I dealt with the log being a bit off. I added a note about the log issue in the feat description. Here is what the log looks like with power critical.

    Log.png
     
  11. _doug_

    _doug_ Established Member

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    I was looking at far shot and I am pretty sure it is not working. Is that a know issue? I was thinking about fixing it.
     
  12. Sitra Achara

    Sitra Achara Senior Member

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    I think it was done by Ted, implemented by manually increasing weapon range via script when the weapon is equipped.
     
  13. _doug_

    _doug_ Established Member

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    Is that fix part of the co8 mod pack? I'll test some more but far shot does not appear to work for thrown daggers with temple+.
     
  14. _doug_

    _doug_ Established Member

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    I see the code in the co8 modpack that implements far shot. I'll see if I can figure out why it didn't seem to be working for me. Would it be possible to modify the script for temple+?
     
  15. Sitra Achara

    Sitra Achara Senior Member

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    Yes, it's possible to override co8 script files. I think this one would go into co8infra.dat.
     
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