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Custom icon/description on applied effects?


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3 réponses à ce sujet

#1
Joshua Raven

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I've been trying to get a (custom) icon and name/description to show for an effect that is applied to the player.

The effect works, the desired (negative) results work, but no matter what I do, the effect icon stay gray and has no name or description. Here's the ability which is applied with the effect:

  • ID 10181100
  • Name MY_CUSTOM_ABILITY
  • namestrref 1858701334
  • Descstrref 1858701335
  • Tooltipstrref 1858701336
  • icon ico_greater_lyrium_potion
  • Abilitytype 4

After that I added the above ID's to the talktable and exported it. Not even the icon will show up, which makes me believe the effect icon isn't applied here at all. The weird thing is, I did the same thing for a new set of potions, and everything worked correctly. Are effect descriptions set elsewhere? (I looked in several xls files already)

Modifié par Joshua Raven, 13 décembre 2009 - 10:08 .


#2
Craig Graff

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Have you updated to the new version of the toolset yet - this almost looks like you've run into the 8388607 value limit for 2das - which I think is fixed in the current release (but may not be fixed until the next release).

#3
Joshua Raven

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Yes I do have updated, but I also use the alpha 2da editing tool to manually fix the ID's because of that bug.

But, can I assume that you are basically saying that the way I go about doing this is correct? If so, I'll go over it all once again, I just have tried so many times that I figured I must be doing this completely the wrong way.

Edit: Could it be that the "chaining" of effects could cause this behaviour with the icon/description? Everything seems to work properly so I doubt it, but I guess it's worth mentioning as it's the only thing in my script which is different from normal:

eEffects[0] = 
  EffectModifyProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_COLD, -(0.5f * iStr);
eEffects[1] = 
  EffectModifyProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_ELEC, -(0.5f * iStr);
eEffects[2] = 
  EffectModifyProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_FIRE, -(0.5f * iStr); 
eEffects[3] =
  EffectModifyProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_NATURE, -(0.5f * iStr);
eEffects[4] =
  EffectModifyProperty(PROPERTY_ATTRIBUTE_DAMAGE_RESISTANCE_SPIRIT, -(0.5f * iStr);
eEffects[5] =
  EffectModifyProperty(PROPERTY_ATTRIBUTE_RESISTANCE_PHYSICAL, -(0.25f * iStr);
eEffects[6] =
  EffectModifyProperty(PROPERTY_ATTRIBUTE_RESISTANCE_MENTAL, -(0.25f * iStr);

ApplyEffectsOnObject(EFFECT_DURATION_TYPE_PERMANENT, eEffects, stEvent.oCaster, 0.0f, stEvent.oCaster, iAddiction);

* ApplyEffectsOnObject is a custom function which loops the normal ApplyEffectOnObject
** iAddiction is, in this case, always set to the same abilityID. The same ID that I use in the abi_mymod to assign the name/tooltip/icon to.

Modifié par Joshua Raven, 13 décembre 2009 - 10:56 .


#4
FalloutBoy

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I believe there is a bug in the engine that prevents custom abilities with ID's greater than 499999 from displaying their icon correctly. See this thread for details: http://social.biowar...72/index/497014

Modifié par FalloutBoy, 27 décembre 2009 - 12:37 .