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Disabling Spellcasting in Human Form for Shifters


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I thought this one would be easy so i copied the Ability_ID for Shifters and combined it with the renamed Bear_Shifter_NoSpell StatusEffects_ID.

 

For whatever reason its not working and so the question is...

 

What am i missing this time?

 

BtW: Even when using the Mage Slayer No Potion & Scroll ID´s on the Shifter Ability ID he can still use them. Wrong tables?!!

 

Thanks for your help!! :yes:

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Regardless of the StatusEffects i am using nothing is applied to the Shifter... holy cow...

 

This should be the right table - no? And StatusEffect ID for the effect i want to get... again no? I am confused... :biggrin:

 

{"$type":"Game.GameData.GenericAbilityGameData, Assembly-CSharp","DebugName":"Shifter","ID":"197466a3-5a92-4f93-bc6b-36fa86bc49e7","Components":[{"$type":"Game.GameData.GenericAbilityComponent, Assembly-CSharp","KeywordsIDs":[],"DisplayName":2256,"Description":3727,"UpgradeDescriptions":[{"String":2257}],"UpgradedFromID":"00000000-0000-0000-0000-000000000000","Vocalization":"NoVocalization","Icon":"gui/icons/abilities/talents/class_druid.png","UsageType":"None","UsageValue":0,"AbilityClassID":"568f1c26-1398-4e67-8b81-0f6a60e6cdde",

"AbilityLevel":0,"IsPassive":"true","StackingRuleOverride":"Default","TriggerOnHit":"false","IsModal":"false",

"ModalGroupID":"00000000-0000-0000-0000-000000000000","IsCombatOnly":"false","IsNonCombatOnly":"false",

"HideFromUI":"false","HideFromCombatLog":"false","UniqueSet":"None","NoiseLevelID":"15743f94-1026-40b0-8e13-a667b3f66f63","DurationOverride":0,"OverrideEmpower":"Default","ClearsOnMovement":"false","CannotActivateWhileInStealth":"false",

"CannotActivateWhileInvisible":"false","ActivationPrerequisites":{"Conditional":{"Operator":0,"Components":[]}},"ApplicationPrerequisites":{"Conditional":{"Operator":0,"Components":[]}},"DeactivationPrerequisites":{"Conditional":{"Operator":0,"Components":[]}},"PowerLevelScaling":{"ScalingType":"Default","BaseLevel":0,"LevelIncrement":1,"MaxLevel":0,"DamageAdjustment":1,"DurationAdjustment":1,

"BounceCountAdjustment":0,"ProjectileCountAdjustment":0,"AccuracyAdjustment":0,"PenetrationAdjustment":0},"StatusEffectKeywordsIDs":[],"StatusEffectsIDs":["379dafce-36f4-4569-9612-7d3f10a21122"],"VisualEffects":[],"SelfMaterialReplacementID":"00000000-0000-0000-0000-000000000000","AttackID":"00000000-0000-0000-0000-000000000000",

"AITargetingConditional":{"Conditional":{"Operator":0,"Components":[]},"Scripts":[]},"AudioEventListID":"00000000-0000-0000-0000-000000000000"},{"$type":"Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"}]},
 

Edited by Harpagornis
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There are status effects that disable abilities based upon a condition. You could deactivate this status effect when in spiritshift and reactivate in human form.

 

These status effects would work for all abilities regardless of class, but I would suggest a less extreme design. But that means modding individual abilities.

 

For individual abilities, you would work in ActivationPrequesite with the HasAbility conditional using GUID of the ability granted by a spiritshift.

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This extreme design is intentional @Armakoir. I want to make the Shifter feeling really weak in its natural form while being a true beast when being shifted. My problem is that the ShifterID i can find in the Abilities Table is not working.

 

As i have posted i can insert any StatusEffects in the StatutsEffectsID but - for whatever reason - they are not applied ingame. If you can tell me which table i have to use  or what else am i doing wrong: Would be nice! :yes:

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Looks good, the only thing I suggest trying is keeping the elongated json format and moving the DebugName and ID up to the line below GenericAbilityGameData.

 

I don't know for sure that this causes a problem, but I feel like it does (from my first few days of modding POE2).

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