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View Full Version : How to make insta-kill grenade


Lit Ridl
05-23-2006, 11:25 AM
I have a few question about insta-kill items, powers and feats. We all know how to make insta-kill lightsaber, balster, melee weapons. But who knows how to make insta-kill grenades and mines with custom range and that will not affect my party? The second question is about how to make insta-kill force power and feat (for example when you equip blasters they all will be insta-kill). That's all my questions. Please answer. I really need to now it!

Darkkender
05-23-2006, 11:43 AM
Grenades and mines are handled via a script and spells.2da. In order to craft a new grenade that uses the insta-kill effect you'll need to reference spells.2da. I might suggest taking a look at my creature grenade's mod for k1 that will give you a step in the right direction for building your mod. When you've taken a look at the various files you should be able to start drawing some lines between the insta kill weapons that you know and the insta-kill weapons you want. If instead you are wanting somebody to build this mod for you I would suggest you reask this in the requests subforum.

Lit Ridl
05-24-2006, 04:09 AM
Thanks, your mod is very helpful. I made grenades that can summon Malak, Jolee, Gizka, Super-Gizka, Maalras (from kotor II) and Vandar. Then I made mods that can summon hostile creatures (same creatures but with hostile faction). But what is script code for insta-kill? I haven't found it!

Pavlos
05-24-2006, 05:04 AM
You want to create an intant kill grenade? Alright...

I assume you have made a new entry into spells.2da ready for your script. Set the script field to k_instakill (Rather than editing the original script, I prefer to create my own - it makes no differnece what way you do it, this way is just quicker :)).

void main() {

effect eOuch = EffectDeath(TRUE);
effect eParty = EffectForcePushed();
object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE);

ApplyEffectAtLocation(DURATION_TYPE_INSTANT, EffectVisualEffect(1044),GetSpellTargetLocation()) ;//I'm using the fragmentation effect.

while(GetIsObjectValid(oTarget))
{
if (IsObjectPartyMember(oTarget))
{
ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eParty, oTarget, 0.1);//Party members are pushed back.
}
else if (GetIsEnemy(oTarget))
{
ApplyEffectToObject(DURATION_TYPE_INSTANT, eOuch, oTarget);
}

oTarget = GetNextObjectInShape(SHAPE_SPHERE, 4.0, GetSpellTargetLocation(), FALSE);
}

}
Compile under the script name you put in spells.2da and put both in your override.

I haven't tested it but I can't see any reason why it wouldn't work. If you want saves to be added to it then I can do that :). Get back to me and say if it works or not... I may get round to testing it later anyway, though.

Lit Ridl
05-26-2006, 01:26 AM
Thank you, Pavlos. Script looks perfect but when I uses it in KOTOR II it make only 49 piercing damage! I think it can be because of wrong item I made, it is not wrong but i made new grenade with Kotor Tool (I now gff editors are better) and it wrights:
Activate item|Grenade:frag. But I have changed spells row in my item. Spells.2da looks working.