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Psuedo Force Forms

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 moda
01-26-2010, 1:30 AM
#1
is it possible to make a duration based ability which will act as if it were say force potency, i.e. boost the damage done by force powers, for a timed duration ?
 VarsityPuppet
01-26-2010, 1:38 AM
#2
The way I would do it, you would have to script a check into every force power to increase the damage dealt by each power. Some of the cut forms still exist in this manner in the force script.
 moda
01-26-2010, 2:55 AM
#3
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.
 Star Admiral
01-26-2010, 11:34 AM
#4
Did you add it to the script of the new power, or did you add it directly to the k_inc_force.nss file? Be careful with editing that file, because it WILL cause massive incompatibilities with many mods.

- Star Admiral
 moda
01-26-2010, 8:36 PM
#5
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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