I noticed the VFX_BEAM_PLASMA_SPRAY in the 2da, but all the info that was listed was the duration, the rest was blank (****). I'll check the mentioned file and see what i notice. I'll reply after i do so...
EDIT: found the file using the Kotor tool, what should I use to open it?
I'm aware that I can use notepad or notepad ++ to open script files, but i wish to ask if there is any specific tool i should use to avoid any file corruptions or errors (since most are written in text). The coding i done in my past was on a more simple level, as i am mainly a machinima director and graphics designer.
EDIT MK2: i did open it with notepad as a test and noticed that it does indeed look right (as a script should) , I'll try the instructions above and see if it all works out, if not...I'll comment again
EDIT MK3: (i know, so many edits, but i want to avoid double posting) :
I don't seem to understand what you mean by "Numbers" , there are no numbers near the "effectvisualeffect" and the "effectbeam" sections. this is what I'm looking at:
DRAIN LIFE */ case FORCE_POWER_DRAIN_LIFE: { SWFP_HARMFUL = TRUE; SWFP_PRIVATE_SAVE_TYPE = SAVING_THROW_FORT; int nDam = GetHitDice(OBJECT_SELF); int nDamTest = GetHitDice(OBJECT_SELF); if(nDamTest > 10) { nDamTest = 10; } // DJS-OEI 3/25/2004 SWFP_DAMAGE = Sp_CalcDamage( oTarget, nDamTest, 4 ); //SWFP_DAMAGE = d4(nDamTest); SWFP_DAMAGE_TYPE= DAMAGE_TYPE_DARK_SIDE; SWFP_DAMAGE_VFX = VFX_PRO_DRAIN; //Set up the drain effect link for the target effect eBeam = EffectBeam(VFX_BEAM_DRAIN_LIFE, OBJECT_SELF, BODY_NODE_HAND); effect eVFX = EffectVisualEffect(SWFP_DAMAGE_VFX); //Set up the link to Heal the user by the same amount. effect eHeal; effect eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_DARK_SIDE); ApplyEffectToObject(DURATION_TYPE_TEMPORARY, eBeam, oTarget, fLightningDuration); DelayCommand(0.3, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVFX, oTarget)); int nResist = Sp_BlockingChecks(oTarget, eDamage, eInvalid, eInvalid); SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId(), SWFP_HARMFUL)); if(GetRacialType(oTarget) != RACIAL_TYPE_DROID) { if(nResist == 0) { int nSaves = Sp_MySavingThrows(oTarget); if(nSaves > 0) { SWFP_DAMAGE /= 2; } eDamage = EffectDamage(SWFP_DAMAGE, DAMAGE_TYPE_DARK_SIDE); if(GetCurrentHitPoints(OBJECT_SELF) < GetMaxHitPoints(OBJECT_SELF) && SWFP_DAMAGE > 0) { eHeal = EffectHeal(SWFP_DAMAGE); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, OBJECT_SELF); } ApplyEffectToObject(DURATION_TYPE_INSTANT, eDamage, oTarget); } else { ApplyEffectToObject(DURATION_TYPE_INSTANT, EffectForceFizzle(), OBJECT_SELF); } } } break;
Now, this line does seem important, though : effect eBeam = EffectBeam(VFX_BEAM_DRAIN_LIFE, OBJECT_SELF, BODY_NODE_HAND);