Hull's Longsword
Dee
Member Posts: 10,447
I was just taking a walk around Candlekeep, and something dawned on me.
What would it take to have Hull equip his sword when you give it to him? It's really just a cosmetic thing, but it would be a nice small touch of detail. As the one guarding the gate, you'd think he would have his sword equipped, rather than just sitting in his inventory.
What would it take to have Hull equip his sword when you give it to him? It's really just a cosmetic thing, but it would be a nice small touch of detail. As the one guarding the gate, you'd think he would have his sword equipped, rather than just sitting in his inventory.
3
Comments
"You goody-goodies make me sick!" -- Montaron
I think that he should equip his sword. It's a small detail, but building good mood for a game consist of small details.
I quite like this feature - small things like this make all the difference.
@SethDavis If you wanna add this here is the code:
<<<<<<<< hull.d REPLACE_ACTION_TEXT hull ~TakePartyItem("SW1H12")~ ~TakePartyItem("SW1H12") FillSlot(SLOT_WEAPON1) EquipMostDamagingMelee()~ >>>>>>>> COMPILE ~hull.d~
EquipItem() should work as well, at least I'm pretty sure it did in testing as we do the same thing in Aurora when you find her sword, i.e.:
TakePartyItem("agsw1h02")
FillSlot(SLOT_WEAPON0)
EquipItem("agsw1h02")
It can´t be broken
I know what I'm doing in my next play-through.
Edit: an academic point though, as EquipMostDamagingMelee() makes sense, on the rare off-chance that some mod has given him a more powerful weapon than his own (normal) longsword.
Incidentally, sw1h12.itm is flagged as "breakable" in BG1, no different than sw1h04.itm (regular longsword). So only real difference should be the name.
IESDP says this: "This action instructs the active creature to equip the specified item. The item needs to be in one of the creatures quickslots."
Well, yeah, i said exactly that.
"Well... I feel sheepish." - Genie. Fixed anyway :P