Search found 459 matches

by Magus
Mon Nov 26, 2018 5:01 am
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Damage formula

It's in the headers, search.
by Magus
Sun Nov 25, 2018 12:23 pm
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Damage formula

No, whitespace doesn't really matter. Except in defines, I think.
But then again, you can easily test for these things yourself.
by Magus
Sun Nov 25, 2018 11:56 am
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Damage formula

There's no jump. The script is executed line by line, like in any other programming language. "end" denotes an end of a begin block. The compliler will tell you if you break the code.
by Magus
Sun Nov 25, 2018 10:09 am
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Damage formula

1. No. You should return the value from B and assign it in A. 2. Fine. You need not and must not re-declare script-wide vars. 3. max is somewhere in the headers, you need to include it. Or write it yourself, it's 3 lines of code. I don't mind taking a look, but you really should try to at least comp...
by Magus
Sun Nov 25, 2018 3:07 am
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Re: Damage formula

Burn there is no editor in the above link that you pointed me to. I did however find an editor in the sfall modders pack. So am I suppose to do something with these extended editor files? how should I use them? They're just files, I don't know what to do with them. I think the extended one is publi...
by Magus
Sat Nov 24, 2018 2:40 pm
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Re: Damage formula

Yes the first one is an oversight, thanks.
As for the second, I think the compiler just counts the vars in declaration, so it doesn't really matter. But I'll update it to match the definition all the same.
by Magus
Sat Nov 24, 2018 12:21 pm
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Re: Damage formula

1. What operations? If it's numbers, just use "2.0" instead of "2". For variables, I do "1.0 * x..." . 2. Variables are what they are assigned. They don't change by themselves. Note that script vars get all reset on game load. If you need them to persist, use sfall glob...
by Magus
Sat Nov 24, 2018 4:44 am
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Re: Damage formula

What I linked is primary documentation. There's isn't really much to learn, syntax-wise. There are macros, procedures, loops, a few types of values, and that's basically it. Sfall adds more functions, and arrays, you can read about those . There are some gotchas here and there, but the language itse...
by Magus
Thu Nov 22, 2018 11:37 am
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Re: Damage formula

No, it's not C++, it's Star-Trek Scripting Language, or SSL. It does bear slight resemblance to C++ in that it also uses macro preprocessing. The best tools to work with it are extended sfall script editor and VScode + BGforge MLS (the second is my creation). You're correct, the script plus the 4 fi...
by Magus
Tue Nov 20, 2018 11:02 pm
Forum: FO2tweaks
Topic: Damage formula
Replies: 26
Views: 41175

Re: Damage formula

Yes, I don't like explaining things repeatedly to different people. That's inefficient. So unless there's a reason why what you want to say should be private , no need to use private messaging . The mod is available under CC BY-NC-SA 4.0 , so as long as you honor it, you can do whatever you want, no...