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Manipulating maximum Force points with KSE?


Damar Stiehl

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Maybe I'm just not understanding something.

 

When you open a save game with KSE you see an entry for maximum FP. You can change it but when you get in the game, the game recalculates the FP according to your attributes.

 

But then, when you "recover some of your connection with the Force" and get Maximum Force Points Increase, where does that get stored? And how can I manipulate that value?

 

Help appreciated.

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The extra Force Points you get is from the following script calls; (Copied from nwscript.nss)

[size=2]
// RWT-OEI 02/06/04
// 801: SetBonusForcePoints - This sets the number of bonus force points
//      that will always be added to that character's total calculated
//      force points.
void SetBonusForcePoints( object oCreature, int nBonusFP );

// RWT-OEI 02/06/04
// 802: AddBonusForcePoints - This adds nBonusFP to the current total
//      bonus that the player has. The Bonus Force Points are a pool
//      of force points that will always be added after the player's
//      total force points are calculated (based on level, force dice,
//      etc.)
void AddBonusForcePoints( object oCreature, int nBonusFP );

// RWT-OEI 02/06/04
// 803: GetBonusForcePoints - This returns the total number of bonus
//      force points a player has. Bonus Force Points are a pool of
//      points that are always added to a player's Max Force Points.
void GetBonusForcePoints( object oCreature );
[/size]

 

Scripts, that contain function calls like these, are run at certain points in the game via dialogs, etc.

 

I hope this helps! :D

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