Adding reraise effect to signet?
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- Posts: 34
- Joined: Sat Feb 10, 2018 1:52 am
Adding reraise effect to signet?
I apologize if this has already been mentioned somewhere but I couldn't seem to find it. I've been trying to add the effect on my signet but every time I try to it breaks the game and closes....
Re: Adding reraise effect to signet?
scripts/globals/effects/signet.lua
in onEffectGain you'll wanna target:addMod(MOD_RERAISE_III, 69)
then in onEffectLose you wanna
target:delMod(MOD_RERAISE_III, 69)
in onEffectGain you'll wanna target:addMod(MOD_RERAISE_III, 69)
then in onEffectLose you wanna
target:delMod(MOD_RERAISE_III, 69)
Click here for a guide on scripting missions.<Giblet[NewBrain]> kj with this first step would be fine on my shit
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- Posts: 34
- Joined: Sat Feb 10, 2018 1:52 am
Re: Adding reraise effect to signet?
I was adding with add status effect from the global signet.luawhasf wrote:How are you adding the reraise effect?
*edit* So I changed it to the addMod and it is working now. Man I feel so stupid! Thanks so much! I don't know why I didn't try that as the others were mods on there too! -_-;;
P.S. what is the 69 specifically for?
Re: Adding reraise effect to signet?
69 has no special meaning, could be 420 or 1337
just needs to be 1 or larger
just needs to be 1 or larger
Click here for a guide on scripting missions.<Giblet[NewBrain]> kj with this first step would be fine on my shit
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- Posts: 34
- Joined: Sat Feb 10, 2018 1:52 am
Re: Adding reraise effect to signet?
Ah ok thank you so much again. Sorry for the dumb questions.