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Messages - Nirran

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61
Help / Re: melee stun hard coded?
« on: November 04, 2023, 09:00:56 pm »
making separate threads for separate questions/issues is preferred

ok thanks

62
Help / Re: melee stun hard coded?
« on: November 04, 2023, 06:15:12 pm »
Thank You very much !

63
Help / melee stun hard coded?
« on: November 04, 2023, 05:12:43 am »
i wanta add melee stun to an item,is it possible?

coincidentaly,is multi post frowned on?i can make one thread if multiple threads bugs

64
Help / Re: scripting annoyance
« on: November 04, 2023, 03:29:27 am »
Its same as `*.StatsMax.*` had, it effective copy paste of this other group of functions.
Look in verbose logging output for all available functions.

yea i did try it,it breaks the script

65
Help / Re: scripting annoyance
« on: November 04, 2023, 12:57:56 am »
Max, for cap there is `*.StatsCap.*`

tyvm!

happ[en to know the synthax?it isnt same as Battleunit

66
Help / Re: scripting annoyance
« on: November 03, 2023, 09:32:36 pm »
ok passed last hurdle,now a question

Code: [Select]
soldier.StatsMax.getStrength statmax;
returns max or cap from soldier ruleset?

67
Help / Re: scripting annoyance
« on: November 03, 2023, 06:14:28 pm »
Alrighty Thnx

68
Help / scripting annoyance
« on: November 03, 2023, 02:02:44 am »
hello,

am i using wrong synthax for this maxstat value?cause with this the script breaks

Code: [Select]
          # Custom XP Points for Health
          soldier.Stats.getHealth statFromGame;    # this mission stat total
          statChange.getHealth statFromGameDiff;   # stat gained from engine this battle
          BattleUnit.getHealthMax soldier maxstat; # .rul max stat
          set statByModder statFromGame;             
          sub statByModder statFromGameDiff;         
          battle_game.randomRange value valueMin valueMax;
          add statByModder value;
          if neq statFromGameDiff 0;
              soldier.Stats.setHealth statByModder;  
          end;

if i coment battleunit it works

69
Released Mods / Re: xcom1 and xcom2 mod?
« on: November 01, 2023, 10:20:11 pm »
ok thxn ppl,ill try one of those mods,appreciate the responses

70
Help / Re: Limiting Stat Gains with scripting
« on: November 01, 2023, 08:48:40 pm »
im friggin blind sometimes,sorry if i annoyed

71
Help / Re: Limiting Stat Gains with scripting
« on: November 01, 2023, 03:51:33 am »
yes

thnx again

can point me to scripting .rul file docs?

72
Released Mods / Re: xcom1 and xcom2 mod?
« on: November 01, 2023, 02:00:27 am »
ty for reply !

would it be hard to alter a mod for water misions too?

thats what im looking for

73
Released Mods / xcom1 and xcom2 mod?
« on: October 31, 2023, 04:36:24 am »
looking for a mod that combines the 2 games,spent about 20min looking on this forum,no dice,does one exist?

74
Help / Re: Limiting Stat Gains with scripting
« on: October 30, 2023, 10:07:45 pm »
This is just for illustration, in a real script, you will need to consider stat caps, whether any experience was gained or not, etc.

alright,does a method exist to return the .rul stat caps with a script?

and thnx for ur help again dude

75
Hi, I want to ask is it possible for a craft to continue onto another mission after you complete of a short mission, instead of it automatically return to base?

it is allowed with Lightning craft but not Skyranger,i assume it is because Lighting has weapons

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