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i am stumped and i need help pleaz


Seprithro

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ok as many of u know i hate the visual effects of force powers, so i removed them but here is the problem, when i removed the effect that u see when a force attack is resisted, it took the sabre clash flare with it, here is my question, how can i remove the effect from resisted force, without lossing sabre flare? the texture file is fx_flare02, i know that much, but isn't there a way to remove this without removing this tex. like a script or 2da edit?

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I don't know how you removed the effects without going into the scripts, but you should take a look at k_inc_force.nss. You should be able to comment out most of the beam effects there. You'll then recompile k_sp1_generic.nss as described in this thread from earlier today.

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ok, i checked that out, but i have no idea how to remove that effect, i got all the others out throgh visual effects2da\spells2da\and re-texing, the only one i want rid of now is the redish orange flare that pops up when a power is resisted, any ideas where to fin that script\line?

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Here's an excerpt from k_inc_force.nss

/*
CHOKE
*/
case FORCE_POWER_CHOKE:
{
   SWFP_HARMFUL = TRUE;
   SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_FORT;
   SWFP_DAMAGE = (GetHitDice(OBJECT_SELF)*2)/3;
   SWFP_DAMAGE_TYPE = DAMAGE_TYPE_BLUDGEONING;
   SWFP_DAMAGE_VFX = VFX_IMP_CHOKE;

   eLink1 = EffectAbilityDecrease(ABILITY_CONSTITUTION, 4);
   eLink1 = EffectLinkEffects(eLink1, EffectAbilityDecrease(ABILITY_STRENGTH, 4));
   eLink1 = EffectLinkEffects(eLink1, EffectAbilityDecrease(ABILITY_DEXTERITY, 4));
   eLink1 = SetEffectIcon(eLink1, 3);

   effect eChoke = EffectChoke();
   effect eDamage = EffectDamage(SWFP_DAMAGE, SWFP_DAMAGE_TYPE);

   int nResist = Sp_BlockingChecks(oTarget, eChoke, eDamage, eInvalid);
   int nSaves;
   SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));
   if(nResist == 0)
   {
       nSaves = Sp_MySavingThrows(oTarget);
       if(nSaves == 0)
       {
           ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_CHOKE), oTarget);
           ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eChoke, oTarget, 6.0);
           ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, 24.0);
           int nIdx = 1;
           float fDelay;
           SP_InterativeDamage(eDamage, 7, oTarget);
       }
   }
   if(nResist > 0 || nSaves > 0)
   {
       ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);
   }
}
break;

 

To turn off the visual effects for Force Choke, you would comment out (put two slashes // in front of) these lines:

ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_IMP_CHOKE), oTarget);

ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);

 

Pretty much any line containing EffectVisualEffect or EffectForceFizzle you'll want to comment out.

This way is argubly cleaner than the modifying the spells.2da file.

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