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Some new force powers?


Ellderon

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I jsut got an idea for some new Force power and I was wondering if anyone woud ltell me how to actually maek them.

 

FORCE FREEZE:

Uses that frezing ray (fire supporesion) effect.

Basic does cold damage. (1 target)

 

Advanced does more cold damage and slows the target down (1 target)

 

Master does even more damage and has a good chance of freezing the target in place. (1 target)

 

 

FORCE BURN:

flame thrower efect.

Basic does fire damage (1 target)

 

Advanced does more fire damage nad causes burning (target loses a few hp over time unless a save is made)

 

Master can taget multiple opponents.

 

 

FORCE VIBRATE:

Ion striker effect

 

Basicly works exactly as that weapon.. Don't know yet for higher levels... maby scrap this one...

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I already have two powers similar to those two that will be released with the first version of the AIOFPM:

Master does even more damage and has a good chance of freezing the target in place.

 

flame thrower efect.

 

You need to make your custom script. Look at the tutorials and k_inc_force.nss, Once you have your custom script done, you need to add a line to spells.2da - check the tutorials at the top of the forum.

 

If you want, you can also have a look at the AIOFPM for kotor 1 to see how it works.

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Originally posted by Ellderon

tutorials are not complete yet, alltough I do have the general idea...

I know this but we've already put a crazy amount of hours doing this. The spells.2da file has a few additional fields in TSL but I think the new fields speak for themselves. We count on the members to participate and help us complete the tutorials ;) All the moderators here do this for fun, as a hobby. We all have "real full time jobs" outside the forums...

Sicen I have basic knowledge of several programing languages and I have done some scripting allready, I'm not a at a complete lss here...

then have a look at k_inc_force.nss at the AIOFPM for Kotor 1: you'll find more than a great deal of examples. if you have specific quetions, tehn do not hesitate to post them :)
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tutorials are not complete yet

In general that's true especially regarding new TSL-specific modding. I thought force powers were pretty well-covered though. If you see some gaping holes there we'd be happy to fill them in.

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Well, this is what I got so far:

 

 

FREEZE

*/

case FORCE_POWER_FREEZE:

{

SWFP_HARMFUL = TRUE;

SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_WILL;

SWFP_PRIVATE_SAVE_VERSUS_TYPE = SAVING_THROW_TYPE_COLD;

int nDice = GetHitDice(OBJECT_SELF);

 

/*

if(nDice > 10)

{

nDice = 10;

}

*/

 

 

SWFP_DAMAGE = Sp_CalcDamage( oTarget, nDice, 6 );

SP_MyPostString(IntToString(SWFP_DAMAGE),5,5,4.0);

SWFP_DAMAGE_TYPE = DAMAGE_TYPE_COLD;

SWFP_DAMAGE_VFX = VFX_BEAM_COLD_RAY _S;

effect eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_COLD);

effect eDamage2 = EffectDamage(SWFP_DAMAGE/2, DAMAGE_TYPE_COLD);

 

int nSaves = Sp_MySavingThrows(oTarget);

int nResist = Sp_BlockingChecks(oTarget, eDamage, eInvalid, eInvalid);

eLink1 = EffectBeam(2066, OBJECT_SELF, BODY_NODE_HAND);

eLink1 = EffectMovementSpeedDecrease(30);

eLink1 = EffectLinkEffects(eLink1, EffectACDecrease(2));

 

SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));

if(nResist == 0)

{

ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, oTarget, fLightningDuration);

ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectVisualEffect(VFX_BEAM_COLD_RAY _S), oTarget);

if(nSaves == 0)

{

ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget);

}

else

{

ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage2, oTarget);

}

}

//Sp_ApplyEffects(FALSE, oTarget, 0.0, 1, eLink1, fLightningDuration, eInvalid, 0.0);

}

break;

 

 

While I think this might work, I'm stil confused with the effects and duration (the last few lnes)

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