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Posted (edited)

I want to add a StatusEffect that is only active while character is not under effect of Concentration.

At the moment I am doing something like this:

"ApplicationPrerequisites": {
            "Conditional": {
              "Operator": 0,
              "Components": [
                {
                  "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
                  "Data": {
                    "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)",
                    "Parameters": [
                      "011111e9-0000-0000-0000-000000000000",
                      "985dd0c0-7487-4f0d-a60a-28d071960a6b"
                    ],
                    "Flags": "",
                    "UnrealCall": "",
                    "FunctionHash": 0,
                    "ParameterHash": 0
                  },
                  "Not": true,
                  "Operator": 0
                }
              ]
            }
          },

but it doesn't work. And neither is HasKeyword().

Unfortunately, Concentration is not a status effect with it's own id, but is StatusEffectType.

Does anyone have a clue how this can be checked?

 

Edited by MaxQuest
Posted (edited)

Maybe HasStatusEffectType would work?

not HasStatusEffectType(This, Concentration)

image.png.6a49b6f137feac07955dc9041c1e0272.png

Edited by Noqn
  • Thanks 1
Posted (edited)

So... I have managed to make a cipher trinket that drains his Focus while he has no Concentration with HasStatusEffectType check on GenericAbilityGameData.

And it seems to work even if effect that gave Concentration (like Hands of Light) has expired:

          "ActivationPrerequisites": {
            "Conditional": {
              "Operator": 0,
              "Components": [
                {
                  "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats",
                  "Data": {
                    "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)",
                    "Parameters": [
                      "7d150000-0000-0000-0000-000000000000",
                      "Concentration"
                    ],
                    "Flags": "",
                    "UnrealCall": "",
                    "FunctionHash": 0,
                    "ParameterHash": 0
                  },
                  "Not": true,
                  "Operator": 0
                }
              ]
            }
          },

But when I do a very similar thing on Psion (I want his focus gen to stop when taking a plain hit if he has no Concentration, and viceversa to continue if he has Concentration), it just doesn't work.

Have anyone met situations when ActivationPrerequisites, ApplicationPrerequisites and InclusionConditions are just ignored? As if conditions were not there?

Edited by MaxQuest

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