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All the templates have unique names. The shields showed up in stores when I was first testing them, but I had no other shield mods going at the same time. It was only when I put the Halloween shield mod back in that I noticed the eye shields weren't showing up any more. They are still in the game and will drop when I use the console command (from dark/light elves mod).

As you suggested I may just roll them in with the Halloween shields or maybe with some shields I was working on in August.

Re: pcontent, I wanted it on the shields because I rarely use it and wanted the eye shields to be a little bit nicer.

I am going to re-write the templates with out any pcontent and see how that works out. Here is the one of the templates with pcontent enabled. I think I wrote it correctly, but I wonder if the numbers are too high or too low...I don't know from this fancyshmancy pcontent stuff!! Tongue

[t:template,n:sh_ra_kite_eyez]
{
	doc = "Ice Shield";
	specializes = base_shield;
	[aspect]
	{
		model = m_a_shd_16;
		[textures]
		{
			0 = b_c_edm_me;
		}
	}
	[common]
	{
		pcontent_special_type = rare, unique, normal;
		screen_name = "OHMYEYE!!";
	}
	[defend]
	{
	  f defense = 2.000000;
	}
	[gui]
	{
		equip_requirements = strength:10;
		inventory_height = 3;
		inventory_icon = b_gui_ig_i_a_shd_075ii;
		inventory_width = 2;
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration = alter_chance_to_block_melee_damage;
				description = "45% Chance to Block Melee Attack";
				duration = #infinite;
				innate_enchantment = true;
				is_permanent = true;
				is_single_instance = false;
				value = 45;
			}
			[*]
			{
				alteration = alter_chance_to_block_ranged_damage;
				description = "30% Chance to Block Ranged Attack";
				duration = #infinite;
				innate_enchantment = true;
				is_permanent = true;
				is_single_instance = false;
				value = 30;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				//value				=(((#str)/4)*(#str))-25;
				//value				=(((#dex)/4)*(#dex))-25;
				value				=(((#int)/4)*(#int))-25;
				description			= "Armor Rating Increases With";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				//value				=(((#str)/4)*(#str))-25;
				value				=(((#dex)/4)*(#dex))-25;
				//value				=(((#int)/4)*(#int))-25;
				description			= "Your Chosen Skill";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ARMOR;
				value				=(((#str)/4)*(#str))-25;
				//value				=(((#dex)/4)*(#dex))-25;
				//value				=(((#int)/4)*(#int))-25;
				description			= "Str. Dex. or Int.";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}
	[pcontent]
	{
		[base]
		{
		  f modifier_max = 22.000000;
		  f modifier_min = 6.000000;
		}
	}
}