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Originally Posted by mattz
The problem is that when the character uses the power it does not actually do anything except take away the force power points.
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The main force power script used for all the standard powers,
k_sp1_generic, check the line number in
spells.2da of the force power that was just used when determining what to do. This is done in the huge switch/case statement in the
Sp_RunForcePowers() function in
k_inc_force. As such your new lines do not match any cases and nothing will happen.
Thus you'd either have to modify
k_sp1_generic to check for your lines as well (not recommended), or make a separate copy of it and
k_inc_force and make it check for your line numbers instead of the standard ones, and assign this new script as impact script of your new lines.
Do keep in mind though that the generic combat AI scripts won't use your new force powers unless you rewrite that as well, since it is written to use the standard line numbers for the force powers when checking if an NPC has a talent and making them use it. Otherwise your characters wouldn't use those powers unless you directly tell them to.
Quote:
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Originally Posted by mattz
Also, How many files handle the original force powers and how enemies save against them or use the powers themselves? Any help would be greatly appreciated.
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The
k_sp1_generic is the general impact script that's used for all standard force powers in the game. This script does not contain much code in itself though, pretty much all of it is found in the
k_inc_force include file instead.
There is nothing that forces you to use this file if you make your own force powers though. I'd recommend that you use your own scripts for those instead (set the name of the script in the
impactscript column in
spells.2da), makes it much easier to keep your mod compatible with other mods.