clydeski Posted March 30, 2005 Share Posted March 30, 2005 Anyone have any suggestions where to look to change the damage done by a lightsaber throw? In k_in_force.nss, under LIGHTSABRE THROW and ADVANCED LIGHTSABER THROW this line appears: SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); I'm guessing this results in the damage, since nothing else appears related. Anysuggestions where to go from here? Looks to mee like the line: ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, OBJECT_SELF, 3.0); May affect how long the throw lasts. Thanks Link to comment Share on other sites More sharing options...
stoffe Posted March 30, 2005 Share Posted March 30, 2005 Originally posted by clydeski Anyone have any suggestions where to look to change the damage done by a lightsaber throw? In k_in_force.nss, under LIGHTSABRE THROW and ADVANCED LIGHTSABER THROW this line appears: SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); I'm guessing this results in the damage, since nothing else appears related. Anysuggestions where to go from here? Thanks You can't change the damage, unfortunately. Most of the Saber Throw force power is hardcoded into the EffectLightsaberThrow() effect, including the damage. The SignalEvent does not deal damage, it just fires the OnSpellCastAt event script of the target, allowing it's AI to react to being attacked. Link to comment Share on other sites More sharing options...
clydeski Posted March 30, 2005 Author Share Posted March 30, 2005 Oh Well Link to comment Share on other sites More sharing options...
MadVulcan Posted March 31, 2005 Share Posted March 31, 2005 If you can't change the damage directly, maybe you can just add a line somewhere (though I haven't done enough of this to know where... or what function to use) to further damage the enemy/ies targeted. So, basically, when you cast the spell, the damage will be calculated twice, which should give you your desired result with a slight loss in efficiency. Link to comment Share on other sites More sharing options...
Ellderon Posted March 31, 2005 Share Posted March 31, 2005 Good idea... What could be done is to restore the damage done to the target and the napply the damage normally done by the lightsaber. The thing is - you would have to get the damage of the saber you're holding. That would really become a usefull power then, when you can deal approx 70 damage with a well modified saber. Link to comment Share on other sites More sharing options...
stoffe Posted March 31, 2005 Share Posted March 31, 2005 Originally posted by Ellderon Good idea... What could be done is to restore the damage done to the target and the napply the damage normally done by the lightsaber. The thing is - you would have to get the damage of the saber you're holding. That would really become a usefull power then, when you can deal approx 70 damage with a well modified saber. There are two problems with this as I see it: There is no way to check in script how much damage your lightsaber(s) are capable of doing. You could calculate the base damage and add strength modifiers and any bonus damage granted by force powers, but you can't check for extra damage from any damage boosting properties from upgrades and crystals. There is also no easy way of checking how much damage Saber Throw has inflicted though EffectLightsaberThrow(). The only way I can think of would be to modify the OnDamaged event script of ALL creatures in the game, but then you'd still have problems to separate the damage being dealt by the Saber Throw from all other attacks that do the same kind of damage, like Blasters. In large battles I believe it would be unreliable at best, and it would be overly complicated for what you are trying to achieve. Besides, even if you didn't have these issues you'd be spamming floating numbers above the heads of your targets. First the saber throw damage in red, then healing the same amount in green and then the new damage in red again. Link to comment Share on other sites More sharing options...
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