For my Force Power mod I'm trying to change the aoe powers to use FP per target hit rather than the flat array value. To do this I need to get an alignment modified FP in the sp1_force_inc. Is there a known way to do this? I could do it with just the alignment value.
In my script I have it correctly charging the cost of Storm via self-inflicted eForce damage for each additional target after the first. Now I need a way to check the caster's FP pool to break if it runs out. Anyone know a variable that holds that?
For adding or removing effects, as in Insanity, I'm still looking for a function that gets the effects on a target. Otherwise retrying to get everything in a mob will be rather costly and cures will have to be free.
I've been trying to change the buff powers into toggles. I tested this:
I'm finding the functions to check things in nwscript, though for my own game I decided to remove the alignment modifier because it breaks RP having to choose dialogs just to get cheaper powers. Horror/Insanity are giving me a hard time. I just need to get those working for the release.
For the non-vanilla version I'm thinking of making the normally useless Int attribute a factor in some powers. So, genius toons would be more viable with hardcore mods.
Did you figure out how to Remove Specific Effects? This is a common head-scratcher, which was "fixed" for TSL by indexing the effects. Alas, K1 lacks this, so it has to be done by looping. nw_io_lightningbolt.nss contains an example of this; you can also find a thread here in HL I made on the subject a couple years ago.
Glad to see things are working forward for you! Considering your successes thus far, this post is probably TLTL
Want to play a game of ME3MP? Qui-Gon_Glenn on the software of which we shall not name.... add me and the enemy shall fall in chunks of crimson salsa
I haven't seen how TSL does it yet. The Sp_RemoveSpecificEffect function does it in K1. What is wonky is that it uses a loop to cycle every effect and check whether it is x. You would think there would just be a flag for each effect. Silly programmers. What I needed was just to check whether the effect was there to verify the need to charge FP. Thankfully that function is actually in k_inc_force. So, I can either copy that function and change it a bit or maybe add flags to the effect application part. We'll see.
It will be virtually irrelevant until some AI work anyway.
I was going to add a Force Body for K1 and then changed my mind because it is essentially a heal cheat.
I'm messing around with scaling of various aspects of powers by Int, Wis and Cha attributes. I'm using Int to alter strength/duration of powers. It's just a question of which attributes should go into DC and which should go into strength. The easiest is using Int for strength and leaving DC as is. That said, I use no clothing items with stats when I play. The house rules of the user make a big difference.
For the toggled buff idea I found that "SP_InterativeDamage" only works on enemies due to a GetIsEnemy condition.