Cmushi Posted July 19 Share 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 Link to comment Share on other sites More sharing options...
Noqn Posted July 19 Share 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. Link to comment Share on other sites More sharing options...
Cmushi Posted July 19 Author Share Posted July 19 That's what I thought, thanks. Is there IsClassPowerPoolCount or IsClassAccruedResourceCount but for spells? Link to comment Share on other sites More sharing options...
Noqn Posted July 19 Share Posted July 19 No, doesn't seem to be anything like that sadly Link to comment Share on other sites More sharing options...
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