Lit Ridl Posted May 23, 2006 Share Posted May 23, 2006 I have a few question about insta-kill items, powers and feats. We all know how to make insta-kill lightsaber, balster, melee weapons. But who knows how to make insta-kill grenades and mines with custom range and that will not affect my party? The second question is about how to make insta-kill force power and feat (for example when you equip blasters they all will be insta-kill). That's all my questions. Please answer. I really need to now it! Link to comment Share on other sites More sharing options...
Darkkender Posted May 23, 2006 Share Posted May 23, 2006 Grenades and mines are handled via a script and spells.2da. In order to craft a new grenade that uses the insta-kill effect you'll need to reference spells.2da. I might suggest taking a look at my creature grenade's mod for k1 that will give you a step in the right direction for building your mod. When you've taken a look at the various files you should be able to start drawing some lines between the insta kill weapons that you know and the insta-kill weapons you want. If instead you are wanting somebody to build this mod for you I would suggest you reask this in the requests subforum. Link to comment Share on other sites More sharing options...
Lit Ridl Posted May 24, 2006 Author Share Posted May 24, 2006 Thanks, your mod is very helpful. I made grenades that can summon Malak, Jolee, Gizka, Super-Gizka, Maalras (from kotor II) and Vandar. Then I made mods that can summon hostile creatures (same creatures but with hostile faction). But what is script code for insta-kill? I haven't found it! Link to comment Share on other sites More sharing options...
Pavlos Posted May 24, 2006 Share Posted May 24, 2006 You want to create an intant kill grenade? Alright... I assume you have made a new entry into spells.2da ready for your script. Set the script field to k_instakill (Rather than editing the original script, I prefer to create my own - it makes no differnece what way you do it, this way is just quicker ). void main() { effect eOuch = EffectDeath(TRUE); effect eParty = EffectForcePushed(); object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE); ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044),GetSpellTargetLocation());//I'm using the fragmentation effect. while(GetIsObjectValid(oTarget)) { if (IsObjectPartyMember(oTarget)) { ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eParty, oTarget, 0.1);//Party members are pushed back. } else if (GetIsEnemy(oTarget)) { ApplyEffectToObject(DURATION_TYPE_INSTANT, eOuch, oTarget); } oTarget = GetNextObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE); } } Compile under the script name you put in spells.2da and put both in your override. I haven't tested it but I can't see any reason why it wouldn't work. If you want saves to be added to it then I can do that . Get back to me and say if it works or not... I may get round to testing it later anyway, though. Link to comment Share on other sites More sharing options...
Lit Ridl Posted May 26, 2006 Author Share Posted May 26, 2006 Thank you, Pavlos. Script looks perfect but when I uses it in KOTOR II it make only 49 piercing damage! I think it can be because of wrong item I made, it is not wrong but i made new grenade with Kotor Tool (I now gff editors are better) and it wrights: Activate item|Grenade:frag. But I have changed spells row in my item. Spells.2da looks working. Link to comment Share on other sites More sharing options...
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