Additional parameters for <GetParameters>

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Atarlost
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I'm trying to make a less messy power building weapon and having trouble with the effects. I need to be able to change the effect based on the power of the shot, but the damage will have to be done in <ondamage> events to be variable, which means the current dynamic effect code is not aware of it.

Essentially I need the shot object in <GetParameters> so I can pass arbitrary data as objectdata.

More dynamic effects would be great too, but I think ray would work well enough if I could get the right data into it.
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sun1404
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Can charges be used instead? You can give additional charges to the weapon with code, and make it so that more charges give the weapons more damage. I use this in my shields. This way, I think, the weapon's actual damage will be changed, and dynamic effects can be used to change the shot's color.
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Atarlost
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sun1404 wrote:Can charges be used instead? You can give additional charges to the weapon with code, and make it so that more charges give the weapons more damage. I use this in my shields. This way, I think, the weapon's actual damage will be changed, and dynamic effects can be used to change the shot's color.
Nope. That's a special hack for the Jotun, not something you can do with just anything.
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sun1404
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It's viable for shields, at least I've tried that. But I don't know if weapons can have charges as well. Still, seems unreasonable that they don't.
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Atarlost
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sun1404 wrote:It's viable for shields, at least I've tried that. But I don't know if weapons can have charges as well. Still, seems unreasonable that they don't.
It does not work for anything but shields because the Jotun is a shield, not something else and the capacity exists solely so the Jotun could be implemented. It's a relic from when George was more comfortable hard coding ideas than expanding the scripting language to make them scriptable.
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digdug
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aShot or gSource or gItem would be all very welcome.

They could allow a vary degree of effects by storing data, which might be very useful, such as a variable intensity effect making the shot brighter the longer you firer it.
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