Keiko Posted March 3, 2005 Author Share Posted March 3, 2005 No, just the compiled one! Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted March 3, 2005 Share Posted March 3, 2005 Thanks. Link to comment Share on other sites More sharing options...
CluelessDude Posted March 3, 2005 Share Posted March 3, 2005 Originally posted by DarthSmallz W00T! Tried it, it is awesome! I want Foce Crush TO BE a insta kill force power, it's supposed to crush them, right? That's what I would like! Awesome mod! Hehe, okay. Glad you like it. I've uploaded another mod with some changes. The other links still work, and still provide the same modifications. This new one just has two additions: Force Crush will kill the target outright, assuming the target fails its saving throw. If the target saves, they will take half damage. Force Scream, Improved Force Scream, and Master Force Scream have all had their damage increased by 66%. You can get it here Link to comment Share on other sites More sharing options...
LuxDragon Posted March 4, 2005 Share Posted March 4, 2005 You couldn't add stun damage to Force Scream? It's kinda like a makeshift sonic grenade you know? Link to comment Share on other sites More sharing options...
Keiko Posted March 4, 2005 Author Share Posted March 4, 2005 Thanks, buddy! (Don't know if you like being called buddy, but O well, thanks!) Link to comment Share on other sites More sharing options...
nacho35 Posted March 20, 2005 Share Posted March 20, 2005 Originally posted by DarthSmallz No, just the compiled one! So, out of the 5 files that exist with this mod, you are only supposed to place one of them into the override folder? Link to comment Share on other sites More sharing options...
Keiko Posted March 20, 2005 Author Share Posted March 20, 2005 That is correct:D Link to comment Share on other sites More sharing options...
nacho35 Posted March 20, 2005 Share Posted March 20, 2005 What is the file name out of these 4? k_inc_force.nss K_sp1_generic k_sp1_generic.nss nwscript.nss I am no scripter and will struggle without pretty good instructions in the readme. Link to comment Share on other sites More sharing options...
Keiko Posted March 20, 2005 Author Share Posted March 20, 2005 K_sp1_generic.ncs:D Link to comment Share on other sites More sharing options...
nacho35 Posted March 20, 2005 Share Posted March 20, 2005 Thanks. Can't wait to try this. Link to comment Share on other sites More sharing options...
Xcom Posted March 20, 2005 Share Posted March 20, 2005 Maybe some one will find it useful. case FORCE_POWER_FORCE_CRUSH: { // WILL CRUSH MULTIPLE TARGETS IN THE AREA SWFP_HARMFUL = TRUE; SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_FORT; int nDice = GetHitDice(OBJECT_SELF); SWFP_DAMAGE = Sp_CalcDamage( oTarget, nDice, 10 ); SWFP_DAMAGE_TYPE = DAMAGE_TYPE_ACID; effect eCrush = EffectCrush(); effect eDamage = EffectDamage(SWFP_DAMAGE, SWFP_DAMAGE_TYPE); effect eDamageReduced = EffectDamage(SWFP_DAMAGE / 2, SWFP_DAMAGE_TYPE); effect eDrop = EffectForcePushed(); int nResist, nSaves; oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 12.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); while (GetIsObjectValid(oTarget)) { if (GetRacialType(oTarget) != RACIAL_TYPE_DROID && GetIsEnemy(oTarget)) { nResist = Sp_BlockingChecks(oTarget, eCrush, eDamage, eInvalid); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); if(nResist == 0) { nSaves = Sp_MySavingThrows(oTarget); if(nSaves == 0) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCrush, oTarget, 2.0); DelayCommand( 1.64, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget) ); DelayCommand( 2.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDrop, oTarget) ); } else { // Half damage. ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCrush, oTarget, 2.0); DelayCommand( 1.64, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamageReduced, oTarget) ); DelayCommand( 2.0, ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eDrop, oTarget) ); } } } oTarget = GetNextObjectInShape(SHAPE_SPHERE, 12.0, GetLocation(OBJECT_SELF), FALSE, OBJECT_TYPE_CREATURE ); } //if(nResist > 0) //{ // ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF); //} } break; Link to comment Share on other sites More sharing options...
Keiko Posted March 20, 2005 Author Share Posted March 20, 2005 I love u Xcom! Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted March 20, 2005 Share Posted March 20, 2005 Xcom can I replace the original Force Crush part on the k_inc_force.nss with that? Link to comment Share on other sites More sharing options...
Xcom Posted March 20, 2005 Share Posted March 20, 2005 Originally posted by Uchiha Itachi Xcom can I replace the original Force Crush part on the k_inc_force.nss with that? Yes, that's the idea. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted March 21, 2005 Share Posted March 21, 2005 ahhhh... I forgot to ask this, does your modified Force Crush has the same damage that the one posted by CluelessDude? If not could you tell me where to modify it? Link to comment Share on other sites More sharing options...
Xcom Posted March 21, 2005 Share Posted March 21, 2005 The damage is unchanged from default Force Crush damage. I don't know what CluelessDude did. This is the line that defines damage: SWFP_DAMAGE = Sp_CalcDamage( oTarget, nDice, 10 ); Sp_CalcDamage is somewhat complex function that computes the damage basing it on various factors like force potency, player's level and some random number, etc. This function can be found in the beginning of k_inc_force If you want to keep it easy and change damage, just provide different number. ie: SWFP_DAMAGE = 500; This will make force crush deliver 500 damage regardless the level, and 250 if target makes the save. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted March 21, 2005 Share Posted March 21, 2005 nDice, 10 Does this mean a dice of 10? Cuz if it does maybe I could change to a bigger number? Link to comment Share on other sites More sharing options...
Xcom Posted March 21, 2005 Share Posted March 21, 2005 Originally posted by Uchiha Itachi nDice, 10 Does this mean a dice of 10? Cuz if it does maybe I could change to a bigger number? nDice is number of dice (currently equals your character's level) 10 is number of sides per dice. (can only be 2,3,4,6,8,10,12,20,100) so, in current setup, if your character is level 20, then the base damage is 20d10 which means between 20 and 200. Link to comment Share on other sites More sharing options...
Keiko Posted March 21, 2005 Author Share Posted March 21, 2005 So does that mean that you swich the damage to 1,000,000? Link to comment Share on other sites More sharing options...
Xcom Posted March 21, 2005 Share Posted March 21, 2005 Originally posted by DarthSmallz So does that mean that you swich the damage to 1,000,000? And why would you want that? No creature has that many hitpoints, so that will simply kill everyone. If you want make the force kill the target, there is better way. Simply apply EffectDeath() after EffectForcePushed() or link them together. Link to comment Share on other sites More sharing options...
Keiko Posted March 21, 2005 Author Share Posted March 21, 2005 Your confusing me, "Would" it be possible, I dont understant how to like the scripts:confused: Link to comment Share on other sites More sharing options...
Xcom Posted March 21, 2005 Share Posted March 21, 2005 LOL. sorry. It is possible. Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted March 22, 2005 Share Posted March 22, 2005 nDice, 10 So I can change the 10 to a 100 and it would be calculated like: my char is level 20 so it would be like this: 200 to 2000? Link to comment Share on other sites More sharing options...
Xcom Posted March 22, 2005 Share Posted March 22, 2005 Originally posted by Uchiha Itachi So I can change the 10 to a 100 and it would be calculated like: my char is level 20 so it would be like this: 200 to 2000? it will be 20 to 2000 coz you still have 20 dice Link to comment Share on other sites More sharing options...
Lorden Darkblade Posted March 22, 2005 Share Posted March 22, 2005 and that is changed depending on the characters level right? I mean I can't change that can I? Link to comment Share on other sites More sharing options...
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