Modding weapons to use combat magic and intelligence stats for damage
Submitted by Argol228 on Fri, 2012-04-13 12:01 | ||
I have been trying to figure out how to mod weapons so that way my mage can also use melee without having to gimp myself as a hybrid. forums: |
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I'm afraid I can't help with your question, but I emailed you a weapon mod that seems very similar to what you are looking to do.
I believe this can be done by creating custom (or modified) weapons using a different skill base... instead of melee, either NM or CM (a weapon could be one or the other, not both). I don't have DS installed, so I can't look up the exact code for you... but it will be in the weapon templates (or base templates).
may have to make a new weapon base and assign the experience to nature/combat
I have made several weapons (bows) that give a mage or melee fighter the ability to use ranged weapons.
This bow is for either a nature mage or combat mage in either DS2 or DS2 Broken World. You are welcome to use it or modify it. Just make sure if you add it to a mod you give me credit.
////////////////////////////////////////////////////
// TEMPLATE: bw_ranged_wizard
//
// ITEM: swift mage Bow
//
// Created By: Bare_Elf
////////////////////////////////////////////////////
[t:template,n:bw_ranged_wizard]
{
specializes = base_bow_template;
doc = "swift_melee_longbow";
[aspect]
{
model = m_w_bow_purestrike;
[textures]
{
0 = b_w_bow_purestrike;
}
}
[attack]
{
attack_range = 25.0;//Made the range longer, the original range was 10
damage_min = (0.75 * (3.0 + 0.65 * #item_level))*2;//Doubles the original damage.
damage_max = (1.25 * (3.0 + 0.65 * #item_level))*2;
}
[common]
{
screen_name = "Weird Wizard's Bow";
}
[gui]
{
equip_requirements = combat magic:#item_level-2.0|nature magic:#item_level-2.0;
inventory_icon = b_gui_ig_i_w_bow_purestrike;
inventory_height = 4;
inventory_width = 1;
}
[pcontent]
{
[base]
{
item_level = 36.0;
}
[var1]
{
item_level = 74.0;
}
[var2]
{
item_level = 83.0;
}
[var3]
{
item_level = 88.0;
}
[var4]
{
item_level = 92.0;
the bow example Bare_Elf gave is good but experience will still goto ranged.
DE, that's what I was thinking of.
BE's would allow equipping by mages, but the extra code by DE is needed to get the experience going where you want it to.
![Smile](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/smile.png)
I'm not sure what is going on here:
[t:template,n:bw_un_ice_c_m_s_r_nmagic]
{
category_name = "weapon";
doc = "Ice Bow";
specializes = base_bow;
[aspect]
{
model = m_w_bow_009;
}
[attack]
{
ammo_template = arrow_ice;
attack_range = 14;
skill_class = "Nature Magic";
damage_max = 13;
damage_min = 9;
reload_delay = 0.0;
}
[common]
{
screen_name = "Sage's Ice Bow";
}
[gui]
{
active_icon = b_gui_ig_i_ic_bow_004;
equip_requirements = intelligence:12;
inventory_height = 3;
inventory_icon = b_gui_ig_i_w_bow_087;
inventory_width = 1;
tooltip_color = nature_magic;
}
}
Using the bow still give experience to ranged and increases dex. I thought it might be neat to play around with a bow as a magic weapon but I don't understand what I am doing wrong. This is for DS1. btw.
Can't test for DS1 (Vista), but try changing the base template:
Tested in DS2, should work for DS1. Had to make a base arrow for mage also.
Arrow:
Bow:
Don't forget to add the "specializes = base_bow_mage;" and "ammo_template = arrow_mage;" to your bow template. also.
That worked like a charm, thank you so much PhoeniX. Heh, I still think of you as Volkan.![Smile](https://siegetheday.org/sites/all/modules/contrib/smiley/packs/Roving/smile.png)