Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

K1 EffectDamageIncrease Issue

Page: 1 of 1
 BigNobody
01-08-2009, 1:15 PM
#1
Hi all,

Sorry but I am really a nooby with KOTOR 1 and it's my fisrt day trying to scripting for this game.

I have encounter a problem with the EffectDamageIncrease function:
When i apply it directly to one of my PC the added amount of damage is correctly displayed in the inventory menu. But it not used in the damage calculation (not added to the damage done in fight).

This function works well in my KOtor2, nWN et NWN2 scripts but not in KOTOR.
Is Kotor using a special damage calculation routine which ignore the EffectDamageIncrease?

Thanks in advance for any help
 harIII
01-09-2009, 8:32 AM
#2
You might want to try a different method of doing this. Depending on what, you are doing, you could use a script that enhances your own abilities. Here is a script to do so:
Note - There is an additional script to improve your skills.

Just a quick reminder in the Attributes and skills. This is what you put either on nAttribute or in nSkill modifier.

Attributes
ABILITY_STRENGTH
ABILITY_DEXTERITY
ABILITY_CONSTITUTION
ABILITY_INTELLIGENCE
ABILITY_WISDOM
ABILITY_CHARISMA

Skills
SKILL_COMPUTER_USE
SKILL_DEMOLITIONS
SKILL_STEALTH
SKILL_AWARENESS
SKILL_PERSUADE
SKILL_REPAIR
SKILL_SECURITY
SKILL_TREAT_INJURY

Improves PC's Attributes
Code:
void main()
{
object oPC = GetFirstPC();

AdjustCreatureAttributes(oPC, nAttribute, nAmount);
}



Improves PC's Skills
Code:
void main()
{
object oPC = GetFirstPC();

AdjustCreatureSkills(oPC, nSkill, nAmount);
}



Sorry if these don't work, I haven't been able to test them yet.
 BigNobody
01-09-2009, 10:20 AM
#3
Thanks for your help,

Since i don't want to boost the PC or Creatures stats (i only want to increase the damage done by lasersaber in fight), so like you said i used a other method:
I modified the damage event in the k_ai_master, so if the lastdamager has used a lasersaber i apply a added amount of damage to the damaged creature.

It's a inelegant method indeed, but it seems to work ... partially. In fact if the damage are now correct applied (i used the old Effectdamage function), they don't display in fight.

Any idea to display the damage ?
 Star Admiral
01-09-2009, 11:29 AM
#4
If I were you, I would not edit the k_ai_master script unless absolutely necessary. Are you scripting it as a Force power or do you just want all lightsabers to do more damage in general? If it is a Force power, you would add the EffectDamageIncrease script to the script for the Force power. If you just want all lightsabers to do more damage, an edit of the baseitems.2da would be far simpler. Open it up in KT, go down to row 8 where it says lightsaber, then scroll to the right until you see the columns numdice and dietoroll. For K1, the two columns read 2 and 8, respectively, meaning a total damage dealt of 2-16 points. If you want to increase it to say, 3-30 points, for example, then you'll enter 3 and 10 for those columns.

Hope it helps.

- Star Admiral
Page: 1 of 1