Using the setforcer command.
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#1 Aug 5, 2011 1:49 pm
Fledgling
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Posts5
JoinedAug 5, 2011
After using the setforcer command and confirming within the player file that the relevant skills (as I understand them) are at max, the "lightsabers" weapon skill doesn't appear on the players' skill list. Additionally, the Jedi trainer says that the player isn't yet ready to practice that skill. The lightsaber weapon skill is at max in the player file and the character wields lightsabers without issue, is able to whirlwind and so forth.
Does anyone have any insight as to why the weapon skill's not showing up? Thanks.
Does anyone have any insight as to why the weapon skill's not showing up? Thanks.
#2 Aug 5, 2011 5:28 pm
Last edited Aug 5, 2011 5:44 pm by ayuri
Magician
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Posts239
JoinedJun 13, 2008
As far as I can remember, lightsaber isn't an actual weapon skill.
Your valid weapon's are blasters, bowcasters, force pikes, launchers and vibro-blades. Now, you can add the lightsaber into the weapons skill table in the pfile but I'm pretty sure it doesn't do anything. Looking at a few of the forcers in my game, no one has the lightsaber weapon skill except the default forcer we setup to 'train' people.
**EDIT:
I do see that in fight.c if I'm reading things right, Lightsaber's are not receiving any sort of bonus to their attacks:
I should say I am really lost when it comes to the fight code in smaugfuss and its derivatives.
Hope it helps,
ayuri
Your valid weapon's are blasters, bowcasters, force pikes, launchers and vibro-blades. Now, you can add the lightsaber into the weapons skill table in the pfile but I'm pretty sure it doesn't do anything. Looking at a few of the forcers in my game, no one has the lightsaber weapon skill except the default forcer we setup to 'train' people.
**EDIT:
I do see that in fight.c if I'm reading things right, Lightsaber's are not receiving any sort of bonus to their attacks:
int weapon_prof_bonus_check( CHAR_DATA *ch, OBJ_DATA *wield, int *gsn_ptr ) { int bonus; bonus = 0; *gsn_ptr = -1; if ( !IS_NPC(ch) && wield ) { switch(wield->value[3]) { default: *gsn_ptr = -1; break; case 3: *gsn_ptr = gsn_lightsabers; break; case 2: *gsn_ptr = gsn_vibro_blades; break; case 4: *gsn_ptr = gsn_flexible_arms; break; case 5: *gsn_ptr = gsn_talonous_arms; break; case 6: *gsn_ptr = gsn_blasters; break; case 8: *gsn_ptr = gsn_bludgeons; break; case 9: *gsn_ptr = gsn_bowcasters; break; case 11: *gsn_ptr = gsn_force_pikes; break; } if ( *gsn_ptr != -1 ) bonus = (int) ( ch->pcdata->learned[*gsn_ptr] ); } if ( IS_NPC(ch) && wield ) bonus = get_trust(ch); return bonus; }
I should say I am really lost when it comes to the fight code in smaugfuss and its derivatives.
Hope it helps,
ayuri
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