if (fDistance <= CLEANSING_AURA_PULSE_INNER_RADIUS)
{
// remove injury
effect[] eInjuries = Injury_GetInjuryEffects(oTarget);
if (GetArraySize(eInjuries) > 1)
{
bInjury = TRUE;
Injury_RemoveInjury(oTarget, Injury_GetInjuryIdFromEffect(eInjuries[0]));
}
}
I altered it and was about to edit the 2da file to point to the new script, when I found out that the 2da file actually points to spell_modal...
Went back to the spell_modal script and found this reference;
case ABILITY_SPELL_CLEANSING_AURA:
{
eEffects[0] = EffectAreaOfEffect(CLEANSING_AURA_AOE, SCRIPT_SPELL_AOE_DURATION, CLEANSING_AURA_AOE_VFX);
eEffects[0] = SetEffectEngineFloat(eEffects[0], EFFECT_FLOAT_SCALE, GetM2DAFloat(TABLE_VFX_PERSISTENT, "RADIUS", CLEANSING_AURA_AOE));
eEffects[1] = EffectModifyProper(PROPERTY_ATTRIBUTE_REGENERATION_STAMINA,
CLEANSING_AURA_MANA_REGENERATION_PENALTY,
PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, CLEANSING_AURA_MANA_REGENERATION_PENALTY);
break;
}
So the question is. How and where is it set to activate the ABILITY_SPELL_CLEANSING_AURA case in the standard spell_aoe_duration script when the 2da file actually points to the spell_modal script? And how would I be able to make this specific spell use my custom script instead, after having been pointed to the spell_modal script?
Any thoughts? Am I missing something here? So far, all the spells I touched pointed directly to the script file that addressed their respected actions, this is the first one that seems to have it's actions split into multiple scripts, and from the looks of it (checked Blood Magic as well), it goes for all spells that point to spell_modal.
Modifié par Joshua Raven, 24 novembre 2009 - 08:45 .





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