Kayal Posted July 2, 2016 Share Posted July 2, 2016 Hey everyone, I want to edit the aerondight to not losing charges if geralt is damaged in any way. Anybody knows where and what I have to edit?I've searched the damageManagerProcessor.ws and aerondight.ws and found some entries for aerondight ... but it looks like I'm too stupid to figure them out :D Can anyone help me with that? Link to comment Share on other sites More sharing options...
AndreaColombo Posted July 8, 2016 Share Posted July 8, 2016 If you pull this off, I'd be interested as well. Link to comment Share on other sites More sharing options...
LedGuardian Posted July 16, 2016 Share Posted July 16, 2016 (edited) I'm trying to do a major overhaul of Aerondight for convenience and rebalance (lower damage bonus, autoleveling, and hopefully smaller progressive crit chance increments), so I actually know this! In aerondight.ws there is a function called ReduceAerondightStacks(). Currently each hit does current charge integer divided by 2. Just change the value or mathematical operation to whatever you want. Edited July 16, 2016 by LedGuardian Link to comment Share on other sites More sharing options...
AndreaColombo Posted July 23, 2016 Share Posted July 23, 2016 (edited) What should I set it to if I wanted to prevent stacks from being reduced at all? I guess I could change "current charge / 2" to "current charge / an arbitrarily big number" but I'd rather disable the stack reduction altogether. (Apologies if this is a stupid question—which it probably is—but I'm very much new to all this.) Edited July 23, 2016 by AndreaColombo Link to comment Share on other sites More sharing options...
AndreaColombo Posted July 30, 2016 Share Posted July 30, 2016 (edited) For those interested—if you want to prevent Aerondight from losing charges, you need to open playerwitcher.ws and comment out the following snippet: if( !action.WasDodged() && action.DealtDamage() && inv.ItemHasTag( inv.GetCurrentlyHeldSword(), 'Aerondight' ) && !action.IsDoTDamage() && !( (W3Effect_Toxicity) action.causer ) ) { aerondight = (W3Effect_Aerondight)GetBuff( EET_Aerondight ); if( aerondight && aerondight.GetCurrentCount() != 0 ) { aerondight.ReduceAerondightStacks(); } } Edited July 31, 2016 by AndreaColombo Link to comment Share on other sites More sharing options...
GeraltRivia14 Posted August 19, 2016 Share Posted August 19, 2016 Can someone please teach me how to comment out those lines? Link to comment Share on other sites More sharing options...
AndreaColombo Posted August 20, 2016 Share Posted August 20, 2016 Just add // before each one of them, like this: // if( !action.WasDodged() && action.DealtDamage() && inv.ItemHasTag( inv.GetCurrentlyHeldSword(), 'Aerondight' ) && !action.IsDoTDamage() && !( (W3Effect_Toxicity) action.causer ) ) // { // aerondight = (W3Effect_Aerondight)GetBuff( EET_Aerondight ); // if( aerondight && aerondight.GetCurrentCount() != 0 ) // { // aerondight.ReduceAerondightStacks(); // } // } I'll release this as a mod in the coming weeks anyway. Link to comment Share on other sites More sharing options...
jaaycbrah Posted June 10, 2017 Share Posted June 10, 2017 (edited) I tried commenting by putting // infront but nothing happens does it have to be exact or? and what program do i used to comment them out note pad?? Edited June 10, 2017 by jaaycbrah Link to comment Share on other sites More sharing options...
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