Adding reraise effect to signet?

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warlord1352
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Adding reraise effect to signet?

Post by warlord1352 » Wed Apr 04, 2018 4:13 am

I apologize if this has already been mentioned somewhere but I couldn't seem to find it. I've been trying to add the effect on my signet but every time I try to it breaks the game and closes....

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whasf
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Re: Adding reraise effect to signet?

Post by whasf » Wed Apr 04, 2018 11:09 am

How are you adding the reraise effect?
-- Whasf

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demolish
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Re: Adding reraise effect to signet?

Post by demolish » Wed Apr 04, 2018 11:39 am

scripts/globals/effects/signet.lua
in onEffectGain you'll wanna target:addMod(MOD_RERAISE_III, 69)

then in onEffectLose you wanna
target:delMod(MOD_RERAISE_III, 69)
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

warlord1352
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Re: Adding reraise effect to signet?

Post by warlord1352 » Wed Apr 04, 2018 2:15 pm

whasf wrote:How are you adding the reraise effect?
I was adding with add status effect from the global signet.lua

*edit* So I changed it to the addMod and it is working now. Man I feel so stupid! Thanks so much! I don't know why I didn't try that as the others were mods on there too! -_-;;

P.S. what is the 69 specifically for?

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demolish
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Re: Adding reraise effect to signet?

Post by demolish » Wed Apr 04, 2018 2:59 pm

69 has no special meaning, could be 420 or 1337
just needs to be 1 or larger
<Giblet[NewBrain]> kj with this first step would be fine on my shit
Click here for a guide on scripting missions.

warlord1352
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Re: Adding reraise effect to signet?

Post by warlord1352 » Wed Apr 04, 2018 3:32 pm

Ah ok thank you so much again. Sorry for the dumb questions.

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