Looking at modal abilities, it looks like the code for each one just specifies any number of "things" called 'eEffects[#]'
If we want a modal ability to have an *additional* effect, could we simply add another "eEffect[#] = ..." line?
Or is it that some function triggered when you activate a modal is used to utilize a specified number of the eEffect lines, dependent on the ability?
ie....Berserk has eEffect[0] all the way to eEffect[3]. Could I add an additional effect named eEffect[4] and have it work just like that, or is it necessary that I replace one of the existing effects with my new one, because some code elsewhere only activates eEffect[#] with # ranging from 0 to 3?
How do Modal Abilities Work?
Débuté par
AlphaMagnum
, nov. 20 2009 05:32





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