Cmushi Posted July 19 Posted July 19 (edited) I tried adjusting usageValue but it seems it does not affect power pool costs. I then added "IsClassPowerPoolCount(This, Wizard, GreaterThanOrEqualTo, 2)" in ActivationPrerequisites and adding addResource statuseffect that removes 2 casts but it seems I might be missing a way to specify it to level 1 spells. Are there any values that needs to be modified that I might have missed? Edited July 19 by Cmushi 1
Noqn Posted July 19 Posted July 19 I got curious and took a look at the decompiled code and the GenericAbility.ConsumeResource function looks kinda like this: if (this.GenericAbilityData.IsSpellUsageType) { casterStats.ExpendSpellCast(this.AbilityClass, this.AbilityLevel); } else if (this.GenericAbilityData.IsClassPoolUsageType) { casterStats.ConsumeClassAbilityPoolPoints(this.AbilityClass, this.UsageValue); } else if (this.GenericAbilityData.IsAccruedResourceUsageType) { casterStats.ExpendAccruedResource(this.AbilityClass, this.UsageValue); } As you can see, the ExpendSpellCasts function doesn't take a parameter for UsageValue and always removes 1 cast from the appropriate spell level. So basically the game never utilizes the UsageValue of Spells specifically. I don't think there's a way to get around it sadly. You could maybe add a status effect with StatusEffectType set to SpellCastBonus and with -1 Value, to "remove" a Lv1 cast? But the spell could still be cast when you only have a single Lv1 cast remaining, so maybe wouldn't be helpful.
Cmushi Posted July 19 Author Posted July 19 That's what I thought, thanks. Is there IsClassPowerPoolCount or IsClassAccruedResourceCount but for spells?
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