Well, as the title says im trying to see if the casttime or cooldown of spells can be changed depending if the character have a talent (Arcane mastery) or not. As example having arcane mastery cuts the cooldown of all spells with 25% or perhaps a fixed value.
Is this possible? Im having trouble figuring out how to change those values with script's, altough i have managed to do so just by tweaking the xls and nss files seperatly. Am i wasting time or is it feasable?
Changing casttime and/or Cooldown based on talents
Débuté par
Volframkarbid
, janv. 26 2010 03:50
#1
Posté 26 janvier 2010 - 03:50
#2
Posté 26 janvier 2010 - 05:22
Cooldowns shouldn't be especially difficult, so long as you dig around and find the code where cooldowns are applied. Since cooldowns are essentially constants kept in the M2DA, you'd have to intercept the code where the cooldown value is grabbed, then edit the value being applied from there. Just do some math on the grabbed value before sending it off, like (value * .8) for a 20% cooldown reduction, or whatever.
As for cast times, that sounds a bit tough. I'm not sure how animations are manipulated via script, nor where starting/ending casting animations are performed.
As for cast times, that sounds a bit tough. I'm not sure how animations are manipulated via script, nor where starting/ending casting animations are performed.
#3
Posté 26 janvier 2010 - 07:09
hmm, i think i'll focus on the cooldowns first then, if the casttimes are indeed linked to the animations it sounds messy, i had hoped they would be stand alone values. Ah well, back to disfiguring the game files.





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