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Help required with mod coding


m452shakespeare

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Hi all,

 

I'm just starting my first mod for BG2 - eventually it'll be a fairly large mod increasing the interaction between the PC and the Slayer/Bhaal essence - and I'm starting with upgrades for the Slayer, to make it more of a temptation to use.

 

(I know Ascension does something very similar, but a) it also changes the final chapter which I won't be doing, and b) I thought of this before I even read about Ascension, so I'd like to do my own take).

 

Anyway, I have a problem - I can code for different effects at different levels, using the Headers in spell fiels, but how do I code for different effects at different exp totals? If I do it by level alone, Druids get screwed over, whilst thieves get upgraded earlier than anyone else.

 

Any advice gratefully received.

 

Mark

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0x40C3 XP(O:Object*,I:XP)

 

 

So, XPGT, XPLT, and the object is Player1. I think there is an example in Amber's baf that does this to level up her special innate abilities, and I think Gavin does this too in his joining script.

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0x40C3 XP(O:Object*,I:XP)

 

 

So, XPGT, XPLT, and the object is Player1. I think there is an example in Amber's baf that does this to level up her special innate abilities, and I think Gavin does this too in his joining script.

 

Okay, thanks for the response.

 

So, before I go any further - I have to write a script for the Slayer mod to allow the Slayer to upgrade based on XP, it can't be done within the .spl or .itm files, correct?

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There is, and folks here and at PPG and at SHS will help answer questions, too. But you probably don't need dialog, you can run it all through the .bcs/script. Doing it through dialog could give a chance for player input, where you have multiple possible upgrade paths, but it sounds like you are more headed towards a single upgrade path.

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