I'm having some problems with a tag-based module script: all the code works except for the charm effect it's supposed to apply.
Reading up on EffectCharmed(), I realize that the effect raises the calling object's Personal Reputation with the target by 50 points. In this case, because it's a tag-based script, the calling object is the module, not the player who activated the item whose Unique Power causes the script to fire. So as far as I can tell, any monster 'charmed' by the activation of this item remains hostile to the PC but suddenly has a very high opinion of my module. ![]()
Obviously, not the effect I was going for.
Is there any function, wrapper, or clever workaround that I could use to make this work? Any way to alter what EffectCharmed() thinks is the calling object? (I do need to keep it a tag-based module script.)
If not, is there a way to simulate a charm effect by adjusting personal reputation that doesn't affect the whole faction en masse?
Thanks in advance for any ideas.
b.





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