Summary
A lot of the new different force_power_item_component are broken. Updating the variables inside them doesn’t do anything on some of them. Here is a full list of all force abilities and if they work or not:
-
force_power_push_component:
Cooldown → Works
PushForce → Doesn’t Work -
force_power_lightning_component:
Damage → Works
BuildingDamage → Works
Duration → Doesn’t Work
Cooldown → Doesn’t Work -
force_power_pull_component:
Cooldown → Works -
force_power_throw_component:
Cooldown → Doesn’t Work
Damage → Doesn’t Work
BuildingDamage → Doesn’t Work
Note: This power is also generally broken, it often throws the rocks at the shooting player itself instead of where you are aiming. -
force_power_shield_component:
Cooldown → Doesn’t Work
Energy → Doesn’t Work
DrainRate → Doesn’t Work
RechargeRate → Doesn’t Work
RechargeDelay → Doesn’t Work
KnockbackForce → Doesn’t Work
Note: Sometimes the power is unusable after you give it to the player. You have to reselect the lightsaber to make it work + The power starts at 0 charge, so you will have to wait first till it refills.
Update: This component works with the ForcePowerShield_Weapon item. The issues noted above are also absent in the weapon version. -
force_power_heal_component:
Cooldown → Works
HealStrength → Works
DrainRate → Works
RechargeRate → Works
RechargeDelay → Works
Note: Sometimes the power is unusable after you give it to the player. You have to reselect the lightsaber to make it work + The power starts at 0 charge, so you will have to wait first till it refills.
Update: The ForcePowerHeal_Weapon version doesn’t work at all. Even without setting any variable, the item does nothing. -
force_power_training_component:
JumpStaminaCost → Doesn’t Work
StaminaCost → Doesn’t Work -
force_power_awareness_component:
Cooldown → Works
Duration → Doesn’t Work -
force_power_trick_component:
Cooldown → Works
Duration → Works -
force_power_distraction_component:
Duration → Works
Health → Works -
force_power_saber_throw_component:
Cooldown → Works
Damage → Works
BuildingDamage → Works
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Verse
Steps to Reproduce
- Enable Custom Items and Inventory
- Get the Agent Root inv:
GetRootInv(Agent:agent):inventory_component =
Inventory := (for (I : Agent.FindDescendantComponents(inventory_component)) { I })[0] - Add a lightsaber to the agent, in this case I used: AgentInv.AddItemDistribute(LightsaberJediTraining{})
- Add the force power, e.g.: PlayerInv.AddItemDistribute(ForcePowerSaberThrow_LightsaberAugment{})
- Get the force power Component, e.g.:
if(ForceComp := ForceEntity.GetComponent[force_power_saber_throw_component]): - Set change the variables of the force component, e.g.:
set ForceComp.Damage = 5000.0
Expected Result
Changing the variables changes their behavior as the name of each variable suggests.
Observed Result
Not all variables of the force power components change the behavior. See the list in the Summary section for detailed information.
Platform(s)
All
Additional Notes
I used the _LightsaberAugment versions of the powers to test this. If the behavior is different when using the _Weapon versions, I will update this list accordingly.