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Trouble Changing Target Radius Of Vitriolic Sphere Spell


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#1
Darkmage187

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I've been trying to increase the targeting radius of Vitriolic Sphere spell to match that of a Fireball spell, with little luck. I tried changing the "const float SPELL_EFFECT_RADIUS" value in the nw_s0_vitsphere script from 3.048 to 9.144, and then 18.288 with no discernable effect.  The Vitriolic Sphere target radius still looks as follows:

http://i869.photobuc...iolicSphere.jpg

I'm trying to increase it to the following radius:

http://i869.photobuc...ge/Fireball.jpg

Any advice would be greatly appreciated.  Thanks in advance.

#2
_Knightmare_

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Are you sure that its not just the targeting radius visual/VFX is just not changing and the spell itself is in fact targeting a larger area? You may need to edit the targeting VFX by hand and increase it's size.

#3
BigfootNZ

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Im assuming from your pics you are wanting the ground Targeting GUI to be bigger?...

Target radius as in the ground VFX of the targeting rectical is set in the spells.2da file under the TargetingUI column as a row reference number to the Spelltarget.2da.

The various sizes of the targeting radius's VFX along with the type of targeting rectical is set in the Spelltarget.2da

If thats what your looking for?

Quick and easy way for that would be to look for a spell with the targeting vfx radius size you want and use its targetingUI value for Vitrolic Sphere in its TargetUI column... Vitrioic uses a TargetUI value of 7 which refrences the 6.093 medium sized targeting circle... change it to either 8 (9.144), 9 (15.24) or 10 (18.288)... which are the large, gargantuan or collosal targeting rings...

Modifié par BigfootNZ, 29 octobre 2010 - 01:31 .


#4
Darkmage187

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Knightmare, BigfootNZ, thank you both for your prompt responses.  I'm trying to get the ground Targeting GUI/Reticle radius and the actual area-of-affect radius of Vitriolic Sphere to match.  I'm assuming that the spell's damaging area of affect is handled by the "const float SPELL_EFFECT_RADIUS" string in the nw_s0_vitsphere script, correct? 

Using TLK Edit, I opened the spells.2da file, and found the TargetingUI value for Fireball ( which is actually 2 ). Substituting this value for the 7 in the Vitriolic_Sphere TargetingUI column gave the targeting reticle size I was shooting for ( Thank you BigfootNZ! )

Modifié par Darkmage187, 29 octobre 2010 - 03:02 .


#5
BigfootNZ

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NP Darkmage...

As for the Spell_Effect_Radius the way these spells work is they use GetFirstObjectInShape() to get each viable object in the spells radius and then apply the damaging effect and saves etc to them one after another, that GetFirstObjectInShape function has a fSize parameter this controls the radius of the SHAPE_SPHERE value the function has in its nShape parameter. I dont know the size the value gives, but say each 1.0 is one meter ingame, then setting the GetFirstObjectInShape()'s fSize value to 10.0 would make it cycle through every applicable object listed in its nObjectFilter parameter out to a distance of 10.0 meters radius. You'd also have to set the fSize in the GetNextObjectInShape() function to that same value.

You dont need to put a predefined const value in like SPELL_EFFECT_RADIUS_HUGE, you can stick any float variable in to get the radius you want, those const are just more or less predefined values that make it some what orderly, or at least thats what ive always thought const are.

If you want you could open up the Fireball impact script and either use the SPELL_EFECT_RADIUS const that it uses or you could open the TargetUI 2da and use the decimal value in row 2 which is the one the Fireball spell uses as you say, hopefully that value will be identical in size when used by the GetFirstObjectInShape function in fSize compared to the targeting GUI.

Modifié par BigfootNZ, 07 novembre 2010 - 09:28 .