martixy Posted May 19, 2013 Share Posted May 19, 2013 (edited) Edit: As it happens, I seem to have fixed my problem. There was an issue with one of my 2da files which was causing the problem.And on a sidenote I discovered something cool - you can edit and recompile scripts and the game will respect the changes even without restarting or reloading.I seem to have broken my Rejuvenation spell and I have no idea how. Basically the spell has no effect(i.e. no regen is added). Appreciate some help. Code below for your perusal: case ABILITY_SPELL_CURE: { float fRegeneration = REJUVINATION_REGEN_BASE;// + REJUVINATION_REGEN_FACTOR * GetCreatureSpellPower(stEvent.oCaster); float fDuration = REJUVINATION_DURATION_BASE + REJUVINATION_DURATION_FACTOR * GetCreatureSpellPower(stEvent.oCaster); // remove stacking effects RemoveStackingEffects(stEvent.oTarget, stEvent.oCaster, stEvent.nAbility); PrintToLog("***************STATS***************"); PrintToLog("Calculated regen:" + FloatToString(fRegeneration)); PrintToLog("Current regen:" + FloatToString(GetCreatureProperty(stEvent.oTarget, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, PROPERTY_VALUE_TOTAL))); eEffect = EffectModifyProperty(PROPERTY_ATTRIBUTE_REGENERATION_STAMINA, fRegeneration, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, fRegeneration); eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_VFX, Ability_GetImpactObjectVfxId(stEvent.nAbility)); ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, fDuration, stEvent.oCaster, stEvent.nAbility); Ability_ApplyObjectImpactVFX(stEvent.nAbility, stEvent.oTarget); PrintToLog("Modified regen:" + FloatToString(GetCreatureProperty(stEvent.oTarget, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, PROPERTY_VALUE_TOTAL))); PrintToLog("***************STATS***************"); break; } Edited May 19, 2013 by martixy Link to comment Share on other sites More sharing options...
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