quantumpencil Posted January 31, 2016 Share Posted January 31, 2016 I've added Force Enlightenment to Kotor I with a script -- and I've made it so that LS powers are better when used by LS players, DS are better when used by DS, and the two "ultimate" powers (Enlightenment and Force Reap) have special bonuses if you max alignment. For Force Enlightenment it is: Click to reveal code: Show spoiler (hidden content - requires Javascript to show) if(goodevil >= 95) { int Wisdom_Modifier = GetAbilityModifier(ABILITY_WISDOM); eLink1 = EffectDamageImmunityIncrease(DAMAGE_TYPE_DARK_SIDE, 35 + Wisdom_Modifier); eLink1 = EffectLinkEffects(eLink1, VersusAlignmentEffect(EffectAttackIncrease(Wisdom_Modifier - 5), ALIGNMENT_ALL, ALIGNMENT_DARK_SIDE)); eLink2 = EffectDamageIncrease(DAMAGE_BONUS_2d6, DAMAGE_TYPE_LIGHT_SIDE); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, OBJECT_SELF, fdur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, OBJECT_SELF, fdur); } Everything here works fine except for the EffectDamageIncrease bonus -- which shows up correctly in the character screen, but doesn't do anything in damage calculations. Is this a known issue? Link to comment Share on other sites More sharing options...
Fair Strides 2 Posted February 3, 2016 Share Posted February 3, 2016 Click to reveal code: Show spoiler (hidden content - requires Javascript to show) if(goodevil >= 95) { int Wisdom_Modifier = GetAbilityModifier(ABILITY_WISDOM); eLink1 = EffectDamageImmunityIncrease(DAMAGE_TYPE_DARK_SIDE, 35 + Wisdom_Modifier); eLink1 = EffectLinkEffects(eLink1, VersusAlignmentEffect(EffectAttackIncrease(Wisdom_Modifier - 5), ALIGNMENT_ALL, ALIGNMENT_DARK_SIDE)); eLink2 = EffectDamageIncrease(DAMAGE_BONUS_2d6, DAMAGE_TYPE_LIGHT_SIDE); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink1, OBJECT_SELF, fdur); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eLink2, OBJECT_SELF, fdur); } It seems the EffectDamageIncrease is a bonus to whatever damage type you give it. In this case, it seems that the bonus would only be given for DAMAGE_TYPE_LIGHT_SIDE when you deal the damage already. That, or it seems that DAMAGE_TYPE_LIGHT_SIDE is damage versus those with an alignment greater than 50... So you would only see it if you were fighting something with a "good" alignment. Link to comment Share on other sites More sharing options...
quantumpencil Posted February 9, 2016 Author Share Posted February 9, 2016 It seems the EffectDamageIncrease is a bonus to whatever damage type you give it. In this case, it seems that the bonus would only be given for DAMAGE_TYPE_LIGHT_SIDE when you deal the damage already. That, or it seems that DAMAGE_TYPE_LIGHT_SIDE is damage versus those with an alignment greater than 50... So you would only see it if you were fighting something with a "good" alignment. I was able to get the same thing to work no problem in TSL. The DAMAGE_TYPE_ constants defined in nwscript.nss seem to refer to Damage Types, and EffectDamageIncrease(*DAMAGE_BONUS, *DAMAGE_TYPE) should create an effect where all attacks deal *DAMAGE_BONUS of *DAMAGE_TYPE. This is at least, how it works in TSL. To make it only Effect one alignment, you have to use the VersusAlignmentEffect function. The problem is even if I just use a Universal damage type, it won't do anything -_-. Link to comment Share on other sites More sharing options...
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