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New! Silly Force power for Mono_Giganto: tach morphing!


Darth333

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At the request of Mono Giganto, here is how to place the tach_morphing force power in the hostile force power menu:

 

A. the script:

 

1. Remove the following lines from the code:


object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 17.0, GetLocation(OBJECT_SELF), TRUE, OBJECT_TYPE_CREATURE);
   	while (GetIsObjectValid(oTarget)) {
         if (!GetIsFriend(oTarget) && !GetIsDead(oTarget) && !GetIsPC(oTarget)) {break;}
         oTarget = GetNextObjectInShape(SHAPE_SPHERE, 17.0, GetLocation(OBJECT_SELF), TRUE, OBJECT_TYPE_CREATURE);
       }
       if (GetIsObjectValid(oTarget))

and replace them by:

object oTarget = GetSpellTargetObject();

Remove two bracketts } before the return and

compile your script.

 

B. spells.2da:

 

For an explanation on the meaning of all the fileds, please look at this tutorial: http://www.lucasforums.com/showthread.php?s=&threadid=130898

 

1. go to the column called castanim and replace "dark" by "self" - it looks nicer but if I would have used this with the friendly for power menu, the only victim would have been the pc...initially i thought it was a simple animation but it is much more it seems... :confused:

 

2. go to the column called forcehostile and type 33

 

3. go to the column called forcefriendly and replace 14 by ****

 

4. go to the column called pips and type 1 instead of 2 (no idea why I put 2 so take care of it for me)

 

5. go to the column called itemtargetting and replace 1 by ****

 

6. Save your changes :D ...and have fun turning your ennemies into tachs :D...don't forget that although they look sweet, those tachs can seriously bite...hopefully their stats will also be affected as mentionned in my first post in this thread.

 

Note that the power will only be accessible during battles. However, targetting will be precise ;)

 

*edit* targetting problem corrected: your PC and Carth will no longer become tachs when using the power - check 1st post for download link

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Awesome, thanks Darth333.

 

I think I'll play around with it a little more too. :devburn:

 

Wonder what I could get out of it... :D

 

Hmm... I replaced that part with what you put, and removed the 2 bracketts, but when I try to compile I get invalid character errors....

 

object oTarget = GetSpellTargetObject(); 
{

       int nResist = Sp_BlockingChecks(oTarget, eLink1, eDisg, eLink2);
       SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));
              if(nResist == 0)


                  {
                       int nSaves = Sp_MySavingThrows(oTarget);
                       if(nSaves == 0)
                       {
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX, oTarget, 5.0);
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, 6.0);
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDisg, oTarget, 24.0);
		 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oTarget, 24.0);
		 DelayCommand(24.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, 5.0));
		 DelayCommand(24.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBurst, oTarget, 5.5));
                       }
                   }
                else
                 {
               ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);



   return ; 
}

 

Did I do something stupid?

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Ok, the tach morphing force power has been updated to ensure that itt is compatible with the AIOFPM v. 3.0.1 :D

 

--> simply extract the files to your override folder and replace the spells.2da file included in the all-in-one forcepower mod with the one included in this package.

 

You can donwload it here: http://www.pcgamemods.com/7332/

 

For more details, pls check the first post of this thread.

 

 

and to answer your question, the script to make a hostile force power is here: http://mars.walagata.com/w/darth333/k_sup_tach.txt

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Originally posted by Mono_Giganto

Awesome, thanks Darth333.

 

I think I'll play around with it a little more too. :devburn:

 

Wonder what I could get out of it... :D

 

Hmm... I replaced that part with what you put, and removed the 2 bracketts, but when I try to compile I get invalid character errors....

 

object oTarget = GetSpellTargetObject(); 
{

       int nResist = Sp_BlockingChecks(oTarget, eLink1, eDisg, eLink2);
       SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));
              if(nResist == 0)


                  {
                       int nSaves = Sp_MySavingThrows(oTarget);
                       if(nSaves == 0)
                       {
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eVFX, oTarget, 5.0);
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, 6.0);
                        ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDisg, oTarget, 24.0);
		 ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, oTarget, 24.0);
		 DelayCommand(24.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, 5.0));
		 DelayCommand(24.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBurst, oTarget, 5.5));
                       }
                   }
                else
                 {
               ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);



   return ; 
}

 

Did I do something stupid?

 

Even though Darth333 released a new verision and she probably sent you a pm, I figured I would post the answer here. In case someone else was looking at this - you are missing a '}' right after the line:

 

ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);

 

The FIRST thing you should always do after getting a compile error is to make sure every opening bracket ({) has a closing bracket(}).

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Originally posted by beancounter

Even though Darth333 released a new verision and she probably sent you a pm, I figured I would post the answer here. In case someone else was looking at this - you are missing a '}' right after the line:

 

ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF);

 

The FIRST thing you should always do after getting a compile error is to make sure every opening bracket ({) has a closing bracket(}).

 

Yeah I thought that too, I must have lost one in the count though 'cause it seemed like I had the right number, and thanks for posting that anyway, so I know now. :)

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