Jump to content

Lear19

Banned
  • Posts

    10
  • Joined

  • Last visited

Everything posted by Lear19

  1. Hmm... do you perhaps know why can't I export/save spell_singletarget.ncs file? When I try, it just creates the .nss one, with no .ncs in sight...
  2. Okay, it works now! I think I switched the columns in my abi_base.gda by accident, because the value of 7.5 AOE parameter was set to 0 for both of my spells. Thank you two for help. I could never make it work without you!
  3. Okay, so I was dumb; the script works but for some reason incorrectly. Both my new Fireball spell and the old one act like a single-target spells for some reason. When you click it, you still get that big indicator circle typical for AOE spells, but unless you click it specifically on an enemy, it has no effect. And it works only on that enemy (or on me if I click on myself). But the explosion ignores everyone else in the circle. Sorry for wasting your time, when testing I kept clicking on the floor, not on myself. Do you have any idea what could go wrong to change it from AOE to single target?
  4. Yes, I forgot to expand it for the last screenshot. And that's the mod's folder, if that's any help:
  5. I have a check mark like that. It showed up after I saved a local copy. So I did it that way, I checked the .nss and the changes are there, so I copied the .ncs file into my Override folder, alongside my abi_base.gda which looks like this: But unfortunately it still has no in-game effect... I checked also in a new game, becuse I wasn't sure if it would apply to the saved one. Oh, and I also threw away all other mods from the Override folder as I wasn't sure if one of the files weren't using the same script (Dain's fixes used the file named spell_aoe_instant.NCS, for example) but that didn't help either...
  6. Hmm... so I choose the simpler way and just placed the ID in the duplicated codes. It actually worked, as now the spell has the name and description of a Fireball in-game (it was blank before) but weirdly enough, it still doesn't do damage and has no knockback or burning effect... The code looks like this: case ABILITY_SPELL_FIREBALL: { float fDamage = (100.0f + GetCreatureSpellPower(stEvent.oCaster)) * FIREBALL_DAMAGE_FACTOR; // damage over time ApplyEffectDamageOverTime(oTarget, stEvent.oCaster, stEvent.nAbility, fDamage, FIREBALL_DURATION, DAMAGE_TYPE_FIRE); // impact damage eEffect = EffectDamage(fDamage, DAMAGE_TYPE_FIRE); ApplyEffectOnObject(EFFECT_DURATION_TYPE_INSTANT, eEffect, oTarget, 0.0f, stEvent.oCaster, stEvent.nAbility); // physical resistance if (ResistanceCheck(stEvent.oCaster, oTarget, PROPERTY_ATTRIBUTE_SPELLPOWER, RESISTANCE_PHYSICAL) == FALSE) { // knockdown eEffect = EffectKnockdown(oTarget, 0, stEvent.nAbility); eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_USE_INTERPOLATION_ANGLE, 2); eEffect = SetEffectEngineVector(eEffect, EFFECT_VECTOR_ORIGIN, GetPositionFromLocation(stEvent.lTarget)); ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, RandomFloat(), stEvent.oCaster, stEvent.nAbility); } break; } case 250000: { float fDamage = (100.0f + GetCreatureSpellPower(stEvent.oCaster)) * FIREBALL_DAMAGE_FACTOR; // damage over time ApplyEffectDamageOverTime(oTarget, stEvent.oCaster, stEvent.nAbility, fDamage, FIREBALL_DURATION, DAMAGE_TYPE_FIRE); // impact damage eEffect = EffectDamage(fDamage, DAMAGE_TYPE_FIRE); ApplyEffectOnObject(EFFECT_DURATION_TYPE_INSTANT, eEffect, oTarget, 0.0f, stEvent.oCaster, stEvent.nAbility); // physical resistance if (ResistanceCheck(stEvent.oCaster, oTarget, PROPERTY_ATTRIBUTE_SPELLPOWER, RESISTANCE_PHYSICAL) == FALSE) { // knockdown eEffect = EffectKnockdown(oTarget, 0, stEvent.nAbility); eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_USE_INTERPOLATION_ANGLE, 2); eEffect = SetEffectEngineVector(eEffect, EFFECT_VECTOR_ORIGIN, GetPositionFromLocation(stEvent.lTarget)); ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, oTarget, RandomFloat(), stEvent.oCaster, stEvent.nAbility); } break; } // spell-specific special events switch (stEvent.nAbility) { case ABILITY_SPELL_FIREBALL: { // ignite SendComboEventAoE(COMBO_EVENT_IGNITE, SHAPE_SPHERE, stEvent.lTarget, stEvent.oCaster, fRadius); break; } case 250000: { // ignite SendComboEventAoE(COMBO_EVENT_IGNITE, SHAPE_SPHERE, stEvent.lTarget, stEvent.oCaster, fRadius); break; } Am I missing something? My guess would be that I'm messing something with exporting? I used the option Tools / Export / Export with dependent resources...
  7. So, for the first time in my life, I managed to get Toolset to work without errors, but I have a question about what I'm supposed to do. I found the spell_aoe_instant.nss and the Fireball spell, I copied its code and changed "ABILITY_SPELL_FIREBALL" to "ABILITY_SPELL_FIREBALL_2" but how do I edit it in my abi_base.gda to link that new code to it? In spell_aoe_instant.nss I did not find the ID typical for Fireball spell "10003" and in abi_base.gda I didn't find "ABILITY_SPELL_FIREBALL". How does the game know that these two are linked?
  8. Ah, so it requires the Toolset, because I don't think there's any other way to edit nss files. That's a bummer, but thank you for answer.
  9. So I was trying to copy-paste Fireball spell, so that I can change its cost and cooldown without changing it for everyone else in game and then use it with 'shapeshifting into an Arcane Horror' mod, but it has no effect, it deals no damage, it basically just has an animation of blowing up, but that's it, no damage, no knockback, etc. I modifiedonly the ID, so it's different from the 10003 and I don't know what to do now. Any help?
×
×
  • Create New...