Thanks for advices guys, I tried to get it working, but still had no success... What I'm trying to do in the end, is that with Combat Magic active you can't use primal spells. I edited this part from "ability_h.nss", just to see if it works:
// -------------------------------------------------------------------------
// CONDITION_ACTIVE_MODAL_ABILITY - A specific modal ability needs to be active
// -------------------------------------------------------------------------
if ((nCondition & 16) == 16)
{
int nModalAbility = GetM2DAInt(TABLE_ABILITIES_TALENTS,"condition_mode",nAbility);
if (nModalAbility != 0)
{
bRet = bRet && IsModalAbilityActive(oCaster,nModalAbility);
#ifdef DEBUG
Log_Trace(LOG_CHANNEL_COMBAT_ABILITY,"CheckUseConditions", "Mode Active: "+ ((bRet)?"TRUE":"FALSE"));
#endif
}
if (!bRet)
{
return FALSE;
}
}
and changed it to:
// -------------------------------------------------------------------------
// CONDITION_ACTIVE_MODAL_ABILITY - A specific modal ability needs to be active
// -------------------------------------------------------------------------
if ((nCondition & 16) == 16)
{
int nModalAbility = GetM2DAInt(TABLE_ABILITIES_TALENTS,"condition_mode",nAbility);
if (nModalAbility == 0)
{
bRet = bRet && IsModalAbilityActive(oCaster,nModalAbility);
#ifdef DEBUG
Log_Trace(LOG_CHANNEL_COMBAT_ABILITY,"CheckUseConditions", "Mode Active: "+ ((bRet)?"TRUE":"FALSE"));
#endif
}
if (!bRet)
{
return FALSE;
}
}
Then I recompiled all scripts that use ability_h (quite a few of them, do I really need to recompiled them all?): abi_templates.nssability_core.nssability_summon_h.nssai_conditions_h.nssai_main_h_2.nssaoe_effects_h.nssbhn200tr_gilmore_entrance.nssitem_aoe_duration.nssitem_trap.nssitem_trap_lure.nssmodule_core.nssmonster_aoe_duration.nssmonster_poison_spit.nssmonster_talent_aura.nssmonster_talent_brood.nssmonster_talent_dog_charge.nssmonster_talent_dog_grab.nssmonster_talent_dog_growl.nssmonster_talent_dragon.nssmonster_talent_grab.nssmonster_talent_large.nssmonster_talent_ogre.nssmonster_talent_overwhelm.nssmonster_talent_sylvan.nssmonster_talent_web.nssntb330cr_ghostly_elf.nssnull_spell.nssorz540_gas_aoe.nssorz540_lava_aoe.nssplayer_core.nsspuzzle_aoe.nssrules_core.nssrules_h.nssscattershot_singletarget.nssshoweffects.nssskill_crafting.nssskill_shapeshift.nssskill_stealth.nssskill_trap.nssspell_aoe_duration.nssspell_aw2_aoe.nssspell_aw2_blizzard.nssspell_aw2_chain.nssspell_balance_aoe.nssspell_balance_blizzard.nssspell_blizzard.nssspell_branka1.nssspell_chainlightning.nssspell_deathmagic.nssspell_deathsyphon.nssspell_shapeshift.nsstalent_aoe_duration.nsstalent_arrow_slaying.nsstalent_null.nsstalent_pet.nsstalent_scattershot.nsstest_petert.nss Then I created abi_base_test.gda just for Flame Blast with condition 16 and condition_mode 17023 (Combat Magic), but it did not work. It's like if the game doesn't recognize my changes and I still need to activate Combat Magic to use Flame Blast (like original condition 16).