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martixy

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Everything posted by martixy

  1. Not quite sure what you mean. This mod works well for me, with ALOT: https://www.nexusmods.com/masseffect2/mods/147?tab=description Granted there were 2 mods, maybe you accidentally downloaded the wrong one?
  2. Fine with me too. I just need to fix a particularly egregious bug in my code and I'll post it. Nothing seemed broken a couple days ago. Today all hell broke loose. P.S. Are you guys aware of any established method to shuffle around data from effects to scripts? Like using an effect's magnitude in a script. I'm tinkering with something like that and I wonder if I'm unnecessarily re-inventing the wheel.
  3. So here's a bit of a question to y'all. I've been working on a personal little modding project, mostly tinkering here and there when the fancy strikes. It's basically several new perks, adding functionality I felt was missing from the game. I'm a code monkey so it's mostly script based, a good bit of it. Now, technically in my own testing the core functionality of everything seems to be working, I've done some testing, nothing seems overtly broken. Thing is - it's nowhere near release ready - there's probably bugs I haven't encountered yet, there are no visuals relating to these additions whatsoever - no icons, no UI. And it's become increasingly unlikely that it will ever reach a stage where you could say it's a properly done and polished mod. So my question is this: Is there a point in releasing this mod into the wild, as is right now - in its current Alpha stage?
  4. How would I do that? What function or technique would provide me with that value? Something so simple, yet appears to be so elusive! And before you jump my bones: No, .HasPerk does not ever return a value greater than 1 if called from a script. At least for me.
  5. Let's hope some scripting gurus still hang around here... Making a little personal mod, but it requires a IsEnemy condition, which I could not find. That or IsAttackingPC. Basically - how do I check if something is shooting at me? I need to do horrible stuff to them...
  6. Oh... I see. Sorry then. I guess I'll have to make do on my own.
  7. This is going to be a somewhat unusual request, with 2 options to resolve it: 1. I'd appreciate it if someone who has not messed with any game resources(which sadly is untrue for me) could simply export each and every single script, zip them and send them to me. OR 2. Where does the toolset export if you choose "Export all resources of type"? And I don't mean "I know some of it goes here". If it's not a single location, I need all of the locations so I can back up anything that is present there and restore it post-export. If you're not sure the other option is better. Basic idea is map the DA codebase. It's trivial to export it, but without knowing what I could break of the dozens of self-made or downloaded modifications, I'm not willing to risk it myself.
  8. I'm trying to make a new spell. Name: Spirit Link Description: The mage creates a link through the fade for all party members, distributing 50% of incoming damage to other party members. Damage received through this link is never fatal, instead dispelling the effect for that party member. Source of idea: Warfraft 3 Mechanics: Exactly as in W3 And I cannot get it to work. Problem of course being handling the damage! The one option I tried is - using the "event manager", I listen for the "EVENT_TYPE_ATTACK_IMPACT" event. However, whichever handler executes second, well... does not execute really. If I put my function call before in the event manager(which right now is just a couple of floaty messages), then attacks never(or rarely) do any damage. If it's the other way around I get no floaty messages, but the attacks work normally. So can anyone suggest a fix or another venue for implementing this spell?
  9. Edit: As it happens, I seem to have fixed my problem. There was an issue with one of my 2da files which was causing the problem. And on a sidenote I discovered something cool - you can edit and recompile scripts and the game will respect the changes even without restarting or reloading. I seem to have broken my Rejuvenation spell and I have no idea how. Basically the spell has no effect(i.e. no regen is added). Appreciate some help. Code below for your perusal: case ABILITY_SPELL_CURE: { float fRegeneration = REJUVINATION_REGEN_BASE;// + REJUVINATION_REGEN_FACTOR * GetCreatureSpellPower(stEvent.oCaster); float fDuration = REJUVINATION_DURATION_BASE + REJUVINATION_DURATION_FACTOR * GetCreatureSpellPower(stEvent.oCaster); // remove stacking effects RemoveStackingEffects(stEvent.oTarget, stEvent.oCaster, stEvent.nAbility); PrintToLog("***************STATS***************"); PrintToLog("Calculated regen:" + FloatToString(fRegeneration)); PrintToLog("Current regen:" + FloatToString(GetCreatureProperty(stEvent.oTarget, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, PROPERTY_VALUE_TOTAL))); eEffect = EffectModifyProperty(PROPERTY_ATTRIBUTE_REGENERATION_STAMINA, fRegeneration, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, fRegeneration); eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_VFX, Ability_GetImpactObjectVfxId(stEvent.nAbility)); ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, fDuration, stEvent.oCaster, stEvent.nAbility); Ability_ApplyObjectImpactVFX(stEvent.nAbility, stEvent.oTarget); PrintToLog("Modified regen:" + FloatToString(GetCreatureProperty(stEvent.oTarget, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, PROPERTY_VALUE_TOTAL))); PrintToLog("***************STATS***************"); break; }
  10. Late arrival to the scene, but meh... I have the distinct feeling I'm gonna be disappointed, but let me ask all the same. Are there script sources available for Awakening? I've been tweaking around some of the abilities on the go with my idea of balance and annoyance removal(i.e. chain lightning being a real tier 4 spell, hooking spellpower and spell duration, etc). It's actually also been an interesting study in game design too :)
  11. Here you go: 1. Get this: http://dragonage.nexusmods.com/mods/1131 2. Find item code here: http://dragonage.wikia.com/wiki/Item_ID_codes_%28Origins%29 3. Add item 4. ?? Profit
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