Jump to content

Aerondight - charges do not decrease when taking damage


Kayal

Recommended Posts

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

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 by LedGuardian
Link to comment
Share on other sites

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 by AndreaColombo
Link to comment
Share on other sites

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 by AndreaColombo
Link to comment
Share on other sites

  • 3 weeks later...

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

  • 9 months later...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...