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A question about abilities..

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S

Strovos

Forum regular
#1
May 14, 2013
A question about abilities..

First of all hello everyone and good luck to all of us starting this phase of REDkit :)

I'm wondering if a way exists or has anyone found a way to modify or just tweak an aspect of an ability be it the colour in the HUD, the effect on the world etc.

(I'm thinking that would be more useful for people aiming at total conversions..)
 

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D

Dorn

Forum regular
#2
May 14, 2013
that would also interest me. Is it possible to change that. Can we change the Main Character? I mean really change him, not how it is already in the vanillia game.
 
F

frankcip

Forum regular
#3
May 14, 2013
Dorn said:
that would also interest me. Is it possible to change that. Can we change the Main Character? I mean really change him, not how it is already in the vanillia game.
Click to expand...
yes you can with this => http://wiki.cdprojektred.com/redkit/Change+your+playable+character
but doing so the replaced main character will not be able to access inventory, have witcher signs (the awesome powers), and will always use heavy attacks
we need a way to remove this limitations!!
 
I

iniside

Senior user
#4
May 14, 2013
Abilities are defined with Witcher Script.
You can find them in
The Witcher 2\bin\scripts
Click to expand...
You can change pretty much every aspect of game mechanics here. Remember that some value are also defined withing csv files which are under data/globals

Dunno how to replace main character. It would really useful actually. In any case you edit witcher template files to change player model, but it would be nice to know where are those entity templates used.
 
L

LungDrago

Senior user
#5
May 18, 2013
Yep. All points to the fact it should be possible, in fact the WitcherScript seems very powerful to me (definitely on par with UnrealScript). The only problem is that documentation at this moment is very scarce and sadly absolutely required (have you seen player.ws? It's seven fucking thousand lines of code!), not to mention half of the comments and stuff remain in Polish (which is sometimes difficult to understand...sadly my Czech heritage helps me here only so-so).

Abilities are actually defined in a XML, they are pulled into the engine by a native C++ function - I haven't yet found the place where the XML modifiers are defined to see if you can add your own, so far it always ended in a native function :(
// Get list of attributes by attribute type
import final function GetAttributesByType( type : name, out attributes : array< name > );
I have no idea where this "type" is defined, though I'm sure it's somewhere. :p

As far as character model goes, mind you I haven't tried it yet, but I'm not sure what's stopping you from using the method as described in the wiki and simply not flagging it as not Geralt; but I would assume there are some reasons for that (???). Geralt has his own unique animations though and it is entirely possible he even has his unique skeleton which could be the problem? As far as I can tell looking at the code though, that flag is mostly used to block off functions that were deliberately deemed unneeded as a design choice for a temporary, non-Geralt character in the vanilla game.
As far as WitcherScript is concerned, we could really use some more info :p
 
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