Freedom Reborn Archive

Freedom Force Forums => Scripting Forum => Topic started by: seraglio on April 02, 2007, 02:41:29 PM

Title: trigger_power and under/over powering
Post by: seraglio on April 02, 2007, 02:41:29 PM
 :ff:I have a question about a cheesy attribute I am making. Hope I can explain this well.

I like empathy. One of the cool things about it is you can over and under power it. Underpowered you still take the bulk of damage, only a bit is transferred to attacker. Over powered you take very little damage, most is transferred. I thought I could make some great pacifist/martial artist using 3 permanent versions (under, over and regular powered). The codes super easy:

def initbiofeedback1(char,update=0):
    RegTimer('biofeedback1Check',1,0,char)

def biofeedback1Check(event):
    char=event.object
    Trigger_Power(char,char,'biofeedbacks','',4)
    RegTimer('biofeedback1Check',4,0,char)



Ripped straight from wraith works just fine. Except the charecter pausing for an animation. Is there any way to limit this? I tried making the animation field blank but no go, hero freezes up when the power is called.

So empathy is a detectable secondary state. I know I can just call setSecondaryState yada yada, but can I overpower it then? Or can I only over power a triggered power from powers.dat?

And how do I "underpower"? set a negative number for intensity level?
Title: Re: trigger_power and under/over powering
Post by: Epimethee on April 02, 2007, 07:35:50 PM
Nice reuse of Wraith. :)

IIRC, there's no way to change the intensity of a state with Object_SetSecondaryState(). Similarly to "Attack Bonus" (Rally) there could be an object attribute set by the system with the intensity, maybe?

There's no way I know of to have Trigger_Damage() work without interrupting the current action.
For setting the level (cf. the FF scripting doc), a value of -1 will do. Be aware that lower values might have weird effects.

Too bad there's no constant for empathy damage, you could have tried to change that just before Trigger_power() (and reset it just after).

Otherwise... it's a very long shot, but you could try to to use Object_SetSecondaryState() just before or just after. Maybe the duration or the intensity will be preserved?
Title: Re: trigger_power and under/over powering
Post by: seraglio on April 03, 2007, 08:42:07 PM
Thanks Epi. After some more testing I'm not sure the intensity level is carrying over at all. Set to 4 (wayy over powered), Im still getting hit for more than half. When I do this with regular empathy in game hardly anything carries over, maybe 1/4th with attacker taking 3/4ths damage. ANyho I'll just use the set secondary state and make one version. Thanks for the underpower info.

QuoteBe aware that lower values might have weird effects.

ooh now I have to try that. Weird effects are neat, theres usually a way to use them purposely!
Title: Re: trigger_power and under/over powering
Post by: stumpy on April 03, 2007, 10:47:44 PM
I don't know if intensities beyond 2 do anything in Trigger_Power(). Maybe, but I thought they were capped. I don't even know if you can use non-integer values...