laonglaing Posted May 16, 2024 Posted May 16, 2024 is there a guide or is it posibble to run custom script example "function script func_mTest {}" when using a skill example Bash of swordsman? Quote
0 ckx_ Posted May 16, 2024 Posted May 16, 2024 It's possible, but usually messy. You would need to get a reference to the NPC calling the script down to the C layer, and that can be messy, especially if instances are involved. What functionality do you want? It's likely that a source mod is more straightforward. You can add a statement somewhere in skill.cpp's `skill_additional_effect` function if you want something to happen after Bash hits a target, or you can add it under the SM_BASH case label in skill.cpp's `skill_castend_damage_id` if you want to happen as soon as Bash is used. 1 Quote
0 laonglaing Posted May 17, 2024 Author Posted May 17, 2024 8 hours ago, ckx_ said: It's possible, but usually messy. You would need to get a reference to the NPC calling the script down to the C layer, and that can be messy, especially if instances are involved. What functionality do you want? It's likely that a source mod is more straightforward. You can add a statement somewhere in skill.cpp's `skill_additional_effect` function if you want something to happen after Bash hits a target, or you can add it under the SM_BASH case label in skill.cpp's `skill_castend_damage_id` if you want to happen as soon as Bash is used. i see, so as you mentioned that its messy... what are the methods in the source that i should check to do such? there are some skill mods that i wanted to implement and i think its more organize if i put every mods in a script outside the source. Quote
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laonglaing
is there a guide or is it posibble to run custom script example "function script func_mTest {}" when using a skill example Bash of swordsman?
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