Very simple to use. Just import it and the cloaks present in the palette can be used. To create new follow the readme instructions below. Robe equipping and unequipping is also allowed.
Posted by Dartanbeck at 2004-11-01 21:48:00 Voted 10.00 on 04/10/04
Xanas ROCKS!!!!
Thank you!
Posted by Xanas at 2004-04-14 16:42:00 Voted 9.00 on 04/08/04
Make that should work with amulets but doesn't use a default appearance for them.
Posted by Xanas at 2004-04-12 10:49:00 Voted 9.00 on 04/08/04
Updated, should not work with amulets and will not use a default appearance for those.
Also, saves previous neck appearance. Tell me how well it works for you, thanks
Posted by Xanas at 2004-04-12 10:29:00 Voted 9.00 on 04/08/04
Oh, something about that.. the cloak does a default change for all cloaks, so if you make it CLOAK || AMULET you will want to make it only use the default for a cloak and not for amulet. Sorry about that.
Posted by Xanas at 2004-04-12 10:25:00 Voted 9.00 on 04/08/04
That's a good idea. Something I didn't really care about myself but you are right .. I wasn't really looking at the evokers coat which has the nice neck piece. BTW, if you wanted to it would be fairly simple to make that neck piece a cloak as well. Or if not a cloak a necklace or whatever. The only thing is, you'd have to change the check for a cloak to a check for BASE_ITEM_CLOAK || BASE_ITEM_AMULET (or whatever you want that neck piece to be). This would need to be changed in the xa_on_equip script and the xa_on_unequip script.
Then once you had done that you could simply tag the Amulet you wanted to represent that neck piece as CLOAK### (whatever ### it is in the parts_neck.2da) and it would work.
I'll try to get to uploading a new version of this that will do what you are asking for though, but the other way may make people happier :)
Posted by Update? ( ..xxx.xxx ) at 2004-04-12 08:51:00
This script is excellent exept for one thing: when a cloak is put on an armor's neck slot, it overrides the thing that used to be on the neck slot.
I.e. if you put a cloak on the 'evoker's robe', and then take the cloak away, the spikes that used to be on the robe's neck slot are gone.
If you could save the old neck slot with an int or a string whenever an cloak or armor is equipped, and then restore it back to normal when a cloak or armor is unequipped, this system would be perfect.
Posted by Dartanbeck at 2004-04-10 22:59:00 Voted 10.00 on 04/10/04
Very Nice! Perfect addition to the Robe industry!
This may seem small to people who aren't diligently working on non-replacing, character customizing robes... But to me (who has been pulling out hair trying to make it work right) THIS IS HUGE!
Posted by Dartanbeck at 2004-04-10 22:56:45 Voted 10.00 on 04/10/04
Perfect scripts! Exactly what the robe industry needed!
PERFECT!
Posted by Xanas at 2004-04-10 22:25:00 Voted 9.00 on 04/08/04
Updated, robes are now a bit easier to setup. Just create a robe of the kind you want equippable in the toolset, and add the item property unique power to it so it can be equipped. In fact, if you don't want to bother with that, just use the robe included with the system as a base for your robe, and change the appearance and the resref with edit copy.
Hope that makes things easier for other custom robe systems out there.
Good luck!
Posted by Xanas at 2004-04-08 13:11:02 Voted 9.00 on 04/08/04
Posted by Xanas at 2004-04-05 23:05:00 Voted 9.00 on 04/08/04
Updated, Please Download from the link above. Thanks :)
Posted by Xanas at 2004-04-04 23:59:00 Voted 9.00 on 04/08/04
This will be receiving an update (i know quick) as soon as the vault sends me an email to be able to do it.
It still works fine as is, but once you have unequiped the robe once from armor you can no longer unequip it a second time. Not a big deal for most but nevertheless something I fixed in the update.
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