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Duplicating existing abilities


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#1
endrgame

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So i'm duplicating a bunch of existing abilities as a second ability with the identical effect for a 4th class, but ran into trouble with blood_magic and combat_magic

for blood_magic i made another ability (blood_magic2) and it works for ismodalabilityactive(nability) but i went into ability_h and added to isbloodmagic || ismodalabilityactive(ability_spell_blood_magic2) and it didn't make my spells use health instead of mana.... so i made isbloodmagic return true; and still no dice..... is there a diferent script that determines the mana/stamina vs health cost?

also, i have no idea where to find the script that makes it so you can equip based on magic instead of strength (for combat magic)

any modders still on here that can help?

#2
Craig Graff

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You need to modify the progression 2DAs in order to accomplish what you are looking for. Check out ABI_base.xls and CLA_base.xls to start with.

#3
endrgame

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I had copied and pasted the abilities in ABI base already (with new IDs) and was in the process of editing the scripts to correctly interact with these new IDs but couldn't find the script for equiping items (specifically the part that says you can or cannot equip it so i can allow my combat_magic2 work) but i realized that i do not need to duplicate any spells if i make my new class mana based instead of stamina based (and change the guitype so it is available to the class by modifying the guitypes array a bit)

This solved my blood magic problem too, not a perfect fix because I changed how specializations work a bit (basically unlocked all specializations for all classes but did not give the hidden_specialization so you could still get the bonuses as you level up rather than all at once), but I am happy with the end result

So I found a workaround but if anyone knows how to get to the
if(hasAbility(ability_spell_combat_magic))
I would still be interested in where it was.

I think its in a part of the engine that the toolset doesn't let me touch. =(

#4
Craig Graff

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I believe what you are looking for is UseLimitation* properties on the ItemPropDef worksheet in ItemProperties.xls. You should be able to make a script that would change these properties on any items acquired, if necessary.

#5
endrgame

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hmmm I think that is beyond my ability to script, I was hoping I could just add my ability to an if statement in a canEquip(). This is my first mod. I found I have run into the same problem with Dual Weapon Master too, (equiping main hands weapons in off hand). So I think I either have to do it like you suggest or make a script that catches the event of my passive ability being added and adds the original passive ability. (Can I do either of these.... maybe... but like I said, this is my first mod and all I know is a little java, so it may take a while for me to figure it out, sad because otherwise I was pretty close to done)

Modifié par endrgame, 16 novembre 2011 - 10:09 .