greenhell666 Posted December 11, 2009 Share Posted December 11, 2009 I and other users think friendly fire should be independent from the difficulty setting, or even best, full in all difficulties. http://social.bioware.com/forum/1/topic/66...422147/1#422449 http://social.bioware.com/forum/1/topic/8/index/422435 I just installed the toolset and I am looking at the scripts, but I never made a mod before o_O Link to comment Share on other sites More sharing options...
greenhell666 Posted December 11, 2009 Author Share Posted December 11, 2009 heh, reading the effect_damage_h.nss Maybe If I delete this part ... // --------------------------------------------------------------------- // DIFFICULTY: No friendly fire in easy difficulty // --------------------------------------------------------------------- if (GetGameDifficulty() == GAME_DIFFICULTY_CASUAL) { int bUnresistable = (nDamageFlags & DAMAGE_EFFECT_FLAG_UNRESISTABLE) == DAMAGE_EFFECT_FLAG_UNRESISTABLE; int bDot = (nDamageFlags & DAMAGE_EFFECT_FLAG_FROM_DOT) == DAMAGE_EFFECT_FLAG_FROM_DOT; // Unresistable damage still gets through, unless it's from a dot if (!bUnresistable || bDot) { if (IsFriendlyFireParty(oTarget,oDamager)) { #ifdef DEBUG Log_Trace(LOG_CHANNEL_COMBAT_DAMAGE,"effect_damage_h.IsDamageAllowed", "Easy Difficulty, Not allowing damage between members of the player's party"); #endif return FALSE; } } } // --------------------------------------------------------------------- // DIFFICULTY END // --------------------------------------------------------------------- It will allow friendly fire on easy =B also in the same file // ------------------------------------------------------------------------- // DIFFICULTY: 50% friendly fire in normal difficulty // ------------------------------------------------------------------------- if ((GetGameDifficulty() == GAME_DIFFICULTY_NORMAL) && nDamageType != DAMAGE_TYPE_PLOT) { if (GetObjectType(oDamager) == OBJECT_TYPE_CREATURE) { // Unresistable damage still gets through int bUnresistable = (nDamageFlags & DAMAGE_EFFECT_FLAG_UNRESISTABLE) == DAMAGE_EFFECT_FLAG_UNRESISTABLE; int bDot = (nDamageFlags & DAMAGE_EFFECT_FLAG_FROM_DOT) == DAMAGE_EFFECT_FLAG_FROM_DOT; if (!bUnresistable || bDot) { if (IsFriendlyFireParty(oTarget,oDamager)) { DEBUG_PrintToScreen("BBB2",5); #ifdef DEBUG Log_Trace(LOG_CHANNEL_COMBAT_DAMAGE,"effect_damage_h.Effects_ApplyInstantEffectDamage", "Medium Difficulty, scaling FF back to 50%"); #endif fDamage *= 0.5; } } } } // ------------------------------------------------------------------------- // DIFFICULTY END // ------------------------------------------------------------------------- The same for normal. How does modding works ? I can't edit directly in the toolset file, "Read Only Copy - Changes can not be Saved" Link to comment Share on other sites More sharing options...
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