Soulforged Posted December 9, 2006 Share Posted December 9, 2006 Is there a function to call a feat so the impact provoques exactly that feat's effect? EDIT: What about a function to reduce ConjTime or CastTime on an specific Force Power? I'm talking about a passive Force Power here (or always active). Link to comment Share on other sites More sharing options...
Lit Ridl Posted December 9, 2006 Share Posted December 9, 2006 Casting feat, yeah? void main () { object oFeatUser = [color=green]OBJECT_SELF[/color]; object oTarget = [color=yellow]OBJECT_SELF[/color]; talent tPowerAttack = TalentFeat([color=green]FEAT_POWER_ATTACK[/color]); ActionUseTalentOnObject(tPowerAttack, oTarget); } Here, FEAT_POWER_ATTACK is feat constant taken from nwscript.nss Also you may just use row number from feats.2da as this constant. OBJECT_SELF is feat user, you may change from OBJECT_SELF to GetFirstPC(), this is player. Or GetObjectByTag("object_tag") to get object with the specified tag. So any object you want. the same is with OBJECT_SELF, but OBJECT_SELF is feat's target. Hope it helps you. Link to comment Share on other sites More sharing options...
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