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question about crit variables


honestRope

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So I'm trying to script an ability that actually increases crit damage, rather than the ubiquitous chance-to-score-a-crit. And I can't figure out what the property I'm modifying is actually called. Just from pouring over every plausible script in the toolset, think it must be either PROPERTY_ATTRIBUTE_CRITICAL_RANGE or COMBAT_CRITICAL_DAMAGE_MODIFIER. The latter appears to be a global reference setting, though, rather than an individual character property, and the former returns a "variable defined without type" error. But I can't find anything else likely, and random experimentation ("property_attribute_critical_damage! no? property_attribute_crit_damage? still no? maybe it's damage_crit?") has been predictably unsuccessful. So now I'm just confused. :confused:

 

Currently my (uncompilable) line in question looks like

 

eEffects[0] = EffectModifyProperty(PROPERTY_ATTRIBUTE_CRITICAL_RANGE, fCritDamage);

 

Any thoughts on what it *should* look like in order to actually work?

(I promise fCritDamage isn't the problem, btw; I added a line directly above this that said "float fCritDamage = 3.0f" just to be sure and it still choked.)

 

(Also, while we're at it, should fCritDamage be 10.0 or 0.1 to add 10% crit damage? Time spent making weapons and a look at combat_damage_h.nss makes me think it should be 10, but I don't want to bet my game balance on that ;) )

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