TheOssusKeeper Posted October 25, 2005 Share Posted October 25, 2005 How do I make Force Crush more powerful and last a couple seconds longer? or any force power for that matter? Can I edit the spells.2da to accomplish this or do I have to edit some script? If it's the .2da which variables do i need to change? If it's the script, then someone with lots of Patience is going to have to walk me through it step-by-step, cause I am totally dumb when it comes to scripting... so I hope it's the .2da... EDIT: just checked the spells.2da tut. and have a couple or three questions: 1. conjtime, the time it takes to initiate the FP? yes or no 2. casttime, the duration (length of how long the FP lasts)? yes or no and 3. Maxcr, the power of the FP (strength)? yes or no Link to comment Share on other sites More sharing options...
Darth333 Posted October 26, 2005 Share Posted October 26, 2005 no, to do this, you have to edit k_inc_force.nss: Check this thread for the damage: http://lucasforums.com/showthread.php?t=153887 and for the duration, you should see lines such as this one: ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, OBJECT_SELF, [color=skyblue]3.0[/color]); //or float fDuration = Sp_CalcDuration[color=skyblue]24.0[/color]); The value in blue represents the duration in seconds. You have to compile with k_sp1_generic.nss and k_inc_force is an included script. There are two tutorials in the stickies: one about scripting a force power and one about editng spells.2da: check them. Link to comment Share on other sites More sharing options...
TheOssusKeeper Posted October 26, 2005 Author Share Posted October 26, 2005 aawww, shoot... I just knew someone was going to tell it was a scripting thing... Ok, I'll check 'em out... Thanks D333 Edit: I just edited my first script, compiled it and it actually works... I'm so happy Link to comment Share on other sites More sharing options...
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