Posted by: Ivskran
« on: 14. July 2025, 17:27:36 »Yeah. The same happened to me with another mod. This surely taught me the value of reading AND following the manual.
if (!IsDataSet("PsiRegenTimer")) {
StartNextTimer();
}
...which is wrong because his EndScript handler kills the timer and leaves PsiRegenTimer set. Should be:if (IsDataSet("PsiRegenTimer")) {
KillTimer(GetData("PsiRegenTimer"));
}
StartNextTimer();
Probably because there's no such thing as "past level 8".- Doesn't work past level 8
You have five statistics, each with several effects on your abilities. Your stats may only go up to 6 through training, though
temporary conditions such as use of implants may increase them beyond this point to a maximum of 8.
What made you think that would happen? Has any SS2 mod ever manifested this magical behavior?I was expecting this mod to spread regen to others in multiplayer if the host had it loaded.
Plus it could make you feel like a super hero (-ish) type of character
That's right. That's why I didn't make a clamp, because the engine already did it for me.I'm also assuming that the engine code automatically caps the player's psi at their psi max instead of allowing things like this script to just increase it infinitely.
I posted v2 version.
Add regen speed bonus -5 secs for each psi stat
Fix bug with timer duplication on save/load
guess we can move it to the mods subforum then.
It seems like this idea could be given a little more depth. Like maybe psi regenerates faster the higher your PSI stat.