Grape_You_In_The_Mouth Posted December 21, 2018 Posted December 21, 2018 Pro-Tip: If your ability is giving you a hard time and it's not even reacting to the ApplyStatusEffectOnEvent effects you made, well if you just need to clear the effect, then you can simply use the Trigger section. Make it TriggerOnEvent for the event you want, then give it a max trigger of 1 and clear the effect when the trigger occurs. "TriggerOnEvent": "OnPostAttackRollCalculated" ... "ValidateWithAttackFilter": "true", ... "MaxTriggerCount": 1, ... "RemoveEffectAtMax": "true", The above is the only way I know to get my ranged attack bonus to remove after putting on a OneHitUse status effect. The problem started when I couldn't use OneHitUse in combination with a FullAttack ability component. Why? Because I needed to slow the attack itself, which should work but does not. I know, I know that there are many FullAttack abilities that use OneHitUse status effects without any issue. I made a bow attack with a slow attack speed and let me tell you that there were problems in every possible way you could imagine. Maybe it's because it's ranged, who knows. 1
Grape_You_In_The_Mouth Posted August 22, 2020 Author Posted August 22, 2020 Pro-Tip: EngagementRadius doesn't appear to work 1 1
Grape_You_In_The_Mouth Posted August 28, 2020 Author Posted August 28, 2020 Pro-Tip: The projectile animation itself is configured to bounce off of walls. If it didn't bounce before, and you try to make it bounce off walls, it will just go out and effect no one. 1
Grape_You_In_The_Mouth Posted August 29, 2020 Author Posted August 29, 2020 Pro-Tip: There is no effing way to make bounces hit allies multiple times 1
Grape_You_In_The_Mouth Posted September 1, 2020 Author Posted September 1, 2020 Pro-Tip: You saw what they did with BonusHealMult and thought you could make a BonusHealingGivenMult work with a specific ability via keywords in the attack filter but you won't, because you didn't, because you can't.
Grape_You_In_The_Mouth Posted September 16, 2020 Author Posted September 16, 2020 (edited) Pro-Tip: When things ain't stacking on stacks of stacking things, try the rare setting of "StackedChildrenApplyEffects": "true" . I'm not sure if it's really the reason for success, but In my Fireform attack, a stacking ApplyOnTick ApplyStatusEffectOnEvent applying a stacking DamageMult wasn't stacking the DoT applications, it was only applying at the interval rate, until StackedChildrenApplyEffects "true". It also appears you can just have multiple ApplyStatusEffectOnEvent with the event OnInterval. Edited September 17, 2020 by Grape_You_In_The_Mouth
Grape_You_In_The_Mouth Posted September 26, 2020 Author Posted September 26, 2020 Pro-Tip: The most useful tick rate is 0.33 seconds, but it only applies on movement. You can easily create your own by copying the code and adding it to your mod, and disabling the interval's movement trigger option. You can set the tick rate to be whatever you want!
Grape_You_In_The_Mouth Posted May 15, 2021 Author Posted May 15, 2021 (edited) Deleted for being untrue! Edited May 16, 2021 by Grape_You_In_The_Mouth
Grape_You_In_The_Mouth Posted May 23, 2021 Author Posted May 23, 2021 Pro-Tip: Multiple StatusEffects that do the same thing but for different reasons? --> "StackingRuleOverride": "Always" in the ability section • or only the highest DamageMultiple bonus will take effect, for example
Grape_You_In_The_Mouth Posted May 23, 2021 Author Posted May 23, 2021 Pro-Tip: +OnMovementEnd sometimes "doesn't work" because it triggers automatically an extra time, immediately when you don't want it to! - So if you have it cancel on the 2nd time, via MaxTriggerCount: 2, RemoveEffectAtMax: True, then it works as intended - I can't tell when exactly it triggers, but apparently at the end of casting, and at rest. Maybe the beginning of the current action.
Grape_You_In_The_Mouth Posted June 12, 2021 Author Posted June 12, 2021 Pro-Tip: The VFX can prevent the ability from loading if you put Event": "OnHit" for a SE that itself doesn't check for an event
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