Heh, I think I started to customize your lists to the point I'm running a totally different mod I had to do so mostly because playing with a sorta of Revised Item Revision ( heh, sorry Demi, that's a long wait for v3 ) many tiers had to be changed in order not to find too powerful items too early. I almost never go to the WK before finish SoA as well so I like the option to find some WK weak loot in the early chapters as well.
I've always intended for the mod to be customisable and I'm glad my efforts haven't been wasted.
Anyway, toying with the lists I saw the 'replacement' column and I wonder if I can put whatever weapon I wish in the main hand if a weapon is randomized, or are there any 1handed/2handed/ranged restrictions?
"Replacement" is a straight swap. The replacement item ends up in the same inventory slot as the old item, inherits flags and everything and no checking is done to make sure the item doesn't clash with any other item.
What about proficiencies? What does happen if a guy ends with a 2h or bow+shield? What if he loses his weapon, gets a replacement, then another random weapon, which one will he choose to use?
Proficiencies are taken into account when a random weapon is given to the creature but are not altered unless it's done manually. Illegal weapon combinations (e.g. two-handed sword + shield) results in CTDs. I should probably add some safe guards to the replacement weapon code so it won't result in an illegal combination. If the creature has a (replacement) weapon and receives a random weapon there's a fairly lengthy chunk of code that tries to optimise his equipped items. Assuming the items can be equipped together it comes down to item rank (arbitrarily specified in "randomiser/lists/item_ranking.2da") and proficiency. The weapons are summed up according to rank + 1.5*prof and the weapon with the highest sum wins. Undroppable items always win, as do unranked magical items. Replacement items are deleted if a random item fills the same niche.
Note: the warden has a very lame +1 (or masterwork if modded) mace. I'd put something like a +2 greatsword there because it suits the demon knight appearance, but then I see he only has 1 point into small swords/mace/missile profs ala BG1
Yeah, I guess I should make it a two-handed sword and give him a point in large swords.
, so if I understand how bg1 profs do work it has to be a short/long( and not bastard ) sword in order to have him fight well
Long swords are large swords as well. Small swords are just short swords and daggers.
; any hint about how to have the replacement undroppable ( my next idea was to create a greatsword with bonus prof ** )?
You can specify droppability in the item file itself. How you set the item to be undroppable depends on how you make it. Or you can do it by using WeiDU to copy the file into the game.
Edited by Wisp, 23 September 2010 - 08:56 AM.