BGEE - Weapon creation help/understanding
Mangekyox
Member Posts: 25
I've been playing around with Near infinity creating a few weapons to have some fun with. The most recent being a dagger that allows the wielder to either teleport to a target dealing damage or to teleport to a set location and go invisible (good fun for an assassin)
The next weapon i had in mind was creating a weapon that does explosion damage similar to the arrow of detonation. I've look at the Item abilities & effects but I cannot figure out how the arrow of detonation actually explodes.
Both effects on it are damage mods, both are a preset target, and the unknown eff codes lead to other items with completely different effects.
So would anyone kindly be able to lead my in the right direction on how the "damage" effect works and how to change it between fire, lightning, acid, explosion damage etc?
Much appreciated
The next weapon i had in mind was creating a weapon that does explosion damage similar to the arrow of detonation. I've look at the Item abilities & effects but I cannot figure out how the arrow of detonation actually explodes.
Both effects on it are damage mods, both are a preset target, and the unknown eff codes lead to other items with completely different effects.
So would anyone kindly be able to lead my in the right direction on how the "damage" effect works and how to change it between fire, lightning, acid, explosion damage etc?
Much appreciated
0
Comments
Damage type in opcode 12 is stored as a bit field, in the high word of the second parameter (dword at relative offset 0x8), so it can be a little bewildering. NI should hopefully abstract it well enough. The IESDP lists the composite values (the low and high words), if that's more understandable, here, for instance.
Is there a way to make the new file accessible as I currently cannot see it in the list of projectiles available.
Thanks for the help, it really helped clarify a lot. Also that page on gibberlings is amazing, thank you for sharing it I've been on the site a bit but i've never seen it
I tried changing the "Damage" to target all but the party but that just hurts everything on/off screen.
I tried changing the "Damage" to target all but the party but that just hurts everything on/off screen.
Parameter #2: IDS File = 2 (EA.ids)
Parameter #1: IDS Entry = 31 (NOTGOOD) or 255 (ENEMY), depending on who you want to target. NOTGOOD should affect neutrals as wells as enemies (red circle).
Resource = new EFF file (which you will have to create).
The 2 EFF files will each simply contain a copy of one of the original damage effects which you removed from the item's ability.
Essentially what this is doing is creating a filter of what creatures in the area of effect are going to be targeted.
Appreciate the help prophet but I just took the easy way on flagged it party friendly
Finally finished creating the 2h axe with explodes on contact
Thanks again