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View Full Version : How are DS and LS points calculated with the k_act_light or dark scripts?


SithRevan
09-18-2006, 02:13 PM
I was wondering just how are the DS and LS points are calculated with the "k_act_light or dark" scripts, because I noticed that they do not call out the how many points they are giving per DS or LS point.

Example: "k_act_lightsml"


#include "k_inc_debug"
#include "k_inc_utility"
void main()
{
UT_LightSml(GetPCSpeaker());
}


So if you guys could help me figure this out I would be very greatful, thanks!:D

stoffe
09-18-2006, 02:34 PM
I was wondering just how are the DS and LS points are calculated with the "k_act_light or dark" scripts, because I noticed that they do not call out the how many points they are giving per DS or LS point.
(snip)
UT_LightSml(GetPCSpeaker());
(snip)


It depends on which function is called. The above function gives a pre-defined lightside adjustment, which is then modified by the target's current alignment.

The above function, and the functions it uses, are defined in the k_inc_utility.nss include file. Look at the SW_CONSTANT_DARK_* and SW_CONSTANT_LIGHT_* global variables near the top of that file to see the base alignment point adjustment used by the Sml, Med and High functions. Those are then used in a formula to weight the actual adjustment depending on the current force alignment of the target, i.e. a large darkside hit gives you more darkside points if you are far towards the light than it does if you are already quite darkside.

The relevant functions in that include file are:
UT_LightSml()
UT_LightMed()
UT_LightHigh()
UT_DarkSml()
UT_DarkMed()
UT_DarkHigh()

Those are just wrapper functions though calling the UT_AdjustCharacterAlignment() function with the previously mentioned constant value as parameter. If you don't want any alignment-weighted adjustment at all and only want to apply a flat, fixed alignment adjustment you can use the standard script function AdjustAlignment() instead.