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BGII custom .cre as racial enemy, or no?


ericp07

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On a related note, Hinaeariel's scimitar is supposed to have a bonus to hit Malarites, and a bonus to damage against them. So, I added the THAC0 vs. Type and Damage vs. Type to the item, both Instant/while equipped, but in the THAC0 vs. Type effect, I didn't see a field where I could assign the amount of the bonus (which should be 2). So, I'm guessing that I set this up incorrectly. I did see where I could assign the number and type of dice for the damage bonus, so I entered those where appropriate.
As stated, both of these require external EFFs (the bonus is defined in the Parameter 3 field); you'll need to create separate EFFs and add Use EFF file effects to the weapon.
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On a related note, Hinaeariel's scimitar is supposed to have a bonus to hit Malarites, and a bonus to damage against them. So, I added the THAC0 vs. Type and Damage vs. Type to the item, both Instant/while equipped, but in the THAC0 vs. Type effect, I didn't see a field where I could assign the amount of the bonus (which should be 2). So, I'm guessing that I set this up incorrectly. I did see where I could assign the number and type of dice for the damage bonus, so I entered those where appropriate.
As stated, both of these require external EFFs (the bonus is defined in the Parameter 3 field); you'll need to create separate EFFs and add Use EFF file effects to the weapon.

 

I had that sneaking suspicion, after the work I just did. Too bad there's not a "built-in" or "universal" EFF for this. Not a problem, I'll do what I did before. At least I have what I've already done as a point of reference :suspect:

 

Thanks!

Eric

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I think this is all taken care of now. I have an .EFF file for the increased critical effect on Hinaeariel's axe, and another for the extra damage vs. Malarites on her scimitar. I've placed both files in a folder called EFF in her mod folder, and in the .tp2, below the COPY line for each weapon file, I've included a COPY line for the associated .EFF file. Is this correct?

 

Now I'm tempted to give the scimitar (and possibly the axe as well) a glowing color, and I think I saw where to adjust red/green/blue values in order to do so. Is this a simple procedure? Anything special and not intuitive I should be aware of before attempting this? I'd like the scimitar's blade to radiate a "magical glow" that's constant, not pulsing, if possible in a forest green, as I think that would be appropriate. If I give the axe such a glow, it will be more an azure shade. I feel like just going ahead and playing with this, but I want to be prepared for any strangeness.

 

Thanks,

Eric

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Yeah, just copy the EFFs over whenever you feel like it.

 

You want color glow solid. Be prepared to spend some time with it, though; it's tricky to get the colors and locations "just right."

 

Heh, that figures :suspect: It appears so simple in NI; the options are right there in the .ITM's fields, and they beckon me...at this point, I feel the really tricky part will be to find the right shades, but I've got enough color tools to get a good RGB mix, I think. That's assuming a 0 - 255 range for each color value.

 

Here goes nothing!

Eric

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