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for some reason SKILL_COMPUTER_USE isnt working


Nirran

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decided to make some force powers, 3 for each skill to increase said skill slightly,all of them work except the computer use ones,even copy pasted and changed the 2 variables in this script,changing the include to something different works also,this is what i have

 

       {
           SWFP_HARMFUL = FALSE;
	int nBonus = 5;
	effect eLink3, eLink4; 
           float fDuration = Sp_CalcDuration( 300.0 );
           eLink3 = EffectLinkEffects(eLink3, EffectSkillIncrease(SKILL_COMPUTER_USE, nBonus));
           eLink3 = SetEffectIcon(eLink3, 130 );
           eLink4 = EffectVisualEffect(VFX_PRO_FORCE_ARMOR);
           eLink4 = EffectLinkEffects(eLink4, EffectVisualEffect(VFX_PRO_FORCE_SHIELD));
           int nCnt = 0;

           object oParty;
           if(IsObjectPartyMember(OBJECT_SELF))
           {
               oParty = GetPartyMemberByIndex(nCnt);
           }
           else
           {
               oParty = OBJECT_SELF;
           }

           while(nCnt < 3)
           {
               if( GetIsObjectValid(oParty) )
               {
                   SignalEvent(oParty, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL));

                   Sp_RemoveRelatedPowers( oParty, GetSpellId() );

                   if( !Sp_BetterRelatedPowerExists( oParty, GetSpellId() ) ) {
                       ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink3, oParty, fDuration);
			ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink4, OBJECT_SELF, 1.0);
                   }
               }
               nCnt++;
               if(IsObjectPartyMember(OBJECT_SELF))
               {
                  oParty = GetPartyMemberByIndex(nCnt);
               }
               else
               {
                  oParty = GetNearestCreature(CREATURE_TYPE_REPUTATION, REPUTATION_TYPE_FRIEND, OBJECT_SELF, nCnt);
               }
           }
       }

 

and that above include is in this file

 

#include "jd_force_include"

void main()
{
   switch (GetSpellId())
{
       case 282:   //Experimental Shield

    	#include "jd_shield_01"

       break;

       case 283://Sun Beam

    	#include "jd_sun"

       break;

       case 284://Improved Sun Beam

    	#include "jd_imp_sun"

       break;

       case 285://Master Sun Beam

    	#include "jd_mstr_sun"

       break;

       case 286://Pull

    	#include "jd_pull"

       break;

       case 287://Improved Pull

    	#include "jd_imp_pull"

       break;

       case 288://Master Pull

    	#include "jd_mstr_pull"

       break;

       case 289://Chain Lightning

    	#include "jd_chain"

       break;

       case 290://Improved Chain Lightning

    	#include "jd_imp_chain"

       break;

       case 291://Master Chain Lightning

    	#include "jd_mstr_chain"

       break;

       case 292://Dust Devil

    	#include "jd_dust_devil"

       break;

       case 293://Tornado

    	#include "jd_tornado"

       break;

       case 294://Huricane

    	#include "jd_huricane"

       break;

       case 295:   //Preperation

    	ExecuteScript("jd_prep", OBJECT_SELF);

       break;

       case 297:  //Repair Droid

    	#include "jd_droid"

       break;

       case 298:   //Improved Repair Droid

    	#include "jd_imp_droid"

       break;

       case 299:   //Master Repair Droid

    	#include "jd_mstr_droid"

       break;

       case 300:  //demolitions

    	#include "jd_demolitions"

       break;

       case 301:   //Improved demolitions

    	#include "jd_imp_demo"

       break;

       case 302:   //Master demolitions

    	#include "jd_mstr_demo"

       break;

       case 303:  //awareness

    	#include "jd_aware"

       break;

       case 304:   //Improved awareness

    	#include "jd_aware_imp"

       break;

       case 305:   //Master awareness

    	#include "jd_aware_mstr"

       break;

       case 306:  //computer use

    	#include "jd_comp"

       break;

       case 307:   //Improved computer use

    	#include "jd_comp_imp"

       break;

       case 308:   //Master computer use

    	#include "jd_comp_mstr"

       break;

       case 309:  //persuade

    	#include "jd_pers"

       break;

       case 310:   //Improved persuade

    	#include "jd_pers_imp"

       break;

       case 311:   //Master persuade

    	#include "jd_pers_mstr"

       break;

       case 312:  //repair

    	#include "jd_repair"

       break;

       case 313:   //Improved repair

    	#include "jd_repair_imp"

       break;

       case 314:   //Master repair

    	#include "jd_repair_mstr"

       break;

       case 315:  //security

    	#include "jd_secure"

       break;

       case 316:   //Improved security

    	#include "jd_secure_imp"

       break;

       case 317:   //Master security

    	#include "jd_secure_mstr"

       break;

       case 318:  //stealth

    	#include "jd_stealth"

       break;

       case 319:   //Improved stealth

    	#include "jd_stealth_imp"

       break;

       case 320:   //Master stealth

    	#include "jd_stealth_mstr"

       break;

       case 321:  //treat injury

    	#include "jd_treat_inj"

       break;

       case 322:   //Improved treat injury

    	#include "jd_treat_inj_imp"

       break;

       case 323:   //Master treat injury

    	#include "jd_treat_inj_mstr"

       break;
}
}

 

is that a known problem or something?cause my files and 2da are all looking good

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i made it work,for some reason the game doesnt see the scripting of SKILL_COMPUTER_USE with EffectSkillIncrease() function,to make it work add another line in skills.2da and set it to be line 0,then change ur scripts to numbers instead of SKILL_ ect,matching the numbers to the line numbers of skills.2da,only drawback is that the game reads line 0 and displays it in the skills screen.i simply typed in some overview of skills for it,and made an icon.

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