SS2 Rebalanced Skills and Disciplines

3 Guests are here.
6647ec3d53391
ZylonBaneQuote
Just a heads up regarding the AddText function in this. As I've recently discovered when expanding it to support more than one substitution per string, the Squirrel built-in function format() is basically C's sprintf(), so it can replace the entire SpliceDataIntoString function. The version of AddText in SCP has now been reduced to this:

Code:
function AddText(strID, strFile, strDefault = "", subVal1 = "", subVal2 = "") {
local strText = Data.GetString(strFile, strID, strDefault);
if (strText != "") {
strText = format(strText, subVal1, subVal2);
ShockGame.AddText(strText, "Player");
}
else {
print("ERROR: String \"" + strID + "\" not found in \"" + strFile + "\"");
}
}
Acknowledged by: RoSoDude
6647ec3d53a95
sarge945Quote
ZylonBane
Oh that's cool!

Here is the horrible mess I was using before...


Code:

function GetStatString(sVal, dVal)
{
local strText = Data.GetString("misc", "StatReq", "Item requires %s of %d");
local s = strText.find("%s");
strText = strText.slice(0, s) + sVal + strText.slice(s + 2);
local d = strText.find("%d");
strText = strText.slice(0, d) + dVal + strText.slice(d + 2);
return strText;
}
6647ec3d53ba2
ZylonBaneQuote
Would it be possible to make the damage from Remote Psionic Detonation scale with PSI level? Assuming it doesn't already do that. The vanilla description doesn't say it does, so... eh.
6647ec3d53e72
RoSoDudeQuote
I actually did that already, psi mine damage is now 5*PSI. Same as the original 30 damage at PSI 6, but can be pushed higher. I just noticed that I didn't actually enable overloading up to PSI 11 like with the other projectiles, though...
6647ec3d53fa9
ZylonBaneQuote
Huh, I skimmed the change notes and didn't see that mentioned.

Would be interesting if instead of just blowing up, psi mines had a fixed amount of damage they could deal, and would sit there zapping enemies until it was all used up. That would be a somewhat radical change though.
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