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Psuedo Force Forms


moda

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yes and it is relatively simple to build on this and make additional force forms. the trouble comes from attempting to set a time limit. that is the part which is causing me trouble

 

 

i mean i tried inserting the following as part of a new spell

 

   else if( GetHasSpellEffect(FORM_FORCE_V_DARK_POTENCY, OBJECT_SELF) ) {
       // DJS-OEI 8/24/2004
       // Changed to +30%.
       /*
       // +1 damage for each class level. We'll just get the
       // levels attained for the base class and sub-class.
       int nTotalLevel = GetLevelByPosition( 1, OBJECT_SELF ) + GetLevelByPosition( 2, OBJECT_SELF );
       nDamage += nTotalLevel;
       */
       int nExtraDamage = ( nDamage * 300 ) / 100;
       nDamage += nExtraDamage;
   }

 

 

heres the ability itself

case 338: //FORM_FORCE_V_DARK_POTENCY;
{
           float fDuration = Sp_CalcDuration( 40.0 );
int nforce = 5000;  
               eLink1 = EffectTemporaryForcePoints(nforce);
               eLink1 = SetEffectIcon(eLink1, 7);
               eLink2 = EffectVisualEffect(VFX_PRO_FORCE_ARMOR);
               eLink2 = EffectLinkEffects(eLink2, EffectVisualEffect(VFX_PRO_FORCE_SHIELD));

               Sp_ApplyEffects(FALSE, OBJECT_SELF, 0.0, 1, eLink1, fDuration, eLink2, 3.0);




}
break;
;

 

 

which should set the damage of spells to 400% while the spell is active, but it doesnt.

the other effect of the spell works...

 

and yes i altered the nwscript to include the new spell. would it be possible to set a global variable, in a script then change it after a duration.

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i added it directly to k_inc_force, then i went and recompiled all force power scripts for all mods to allow them to use the form.

have now worked out another way which involves the use of a global number variable as a multiplier for offense force powers. still forces me to recompile all force power scripts and remake a few however.

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