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 .