Try this code:Code: [Select][LEVEL1]
<FLOAT>RANDOMRANGE:0
[EVENT_START]
<STRING>FILE:media/skills/monsters/questunits/respec_aura.layout
<BOOL>FOLLOWS:1
<BOOL>NOSTEALEFFECTS:0
<BOOL>STATSHIDDEN:1
<BOOL>CAN_CLONE:0
[AFFIXES]
<STRING>TARGET:FRIEND
<STRING>TARGETTYPE:PLAYER
<STRING>AFFIX:RESPEC_GENERIC
[/AFFIXES]
[/EVENT_START]
[EVENT_END]
<BOOL>CAN_CLONE:0
[AFFIXESREMOVE]
<STRING>AFFIX:RESPEC_GENERIC
[/AFFIXESREMOVE]
[/EVENT_END]
[/LEVEL1]
I think the lagging issue here is similar with Potion of Insight mod earliest lag issue, regarding skill being executed endlessly.
So, the changes here, are adding "<BOOL>CAN_CLONE:false", and an "EVENT_END" block.
Can you explain what each does, in terms of the aura?
Given that the slightest interruption here can result in a loss of stat-points (this "aura" continually applies an active Skill to all nearby Player Units, which is then partially enabled/disabled using Stats and UI Logic), might changing this increase the risk of things going wrong?
It'd probably be easier to get a difference between the class' base for the stat and the current stat. Then save the difference as a third stat and use that stat to subtract from the character's stat and refund stat points.
That aside, do you think you can help me code a button, that does something along the lines of gytfunke's suggestion for a "Reset All" button for a Stat?
Quote from: gytfunkeIt'd probably be easier to get a difference between the class' base for the stat and the current stat. Then save the difference as a third stat and use that stat to subtract from the character's stat and refund stat points.
P.S. Please note that, in my variant, the "class base" for each Stat is always equal to 5.
I need to see the Logic Group of your UI for me to understand how all these work. A screen capture would help but I do understand that you don't have access to GUTS too for a while.
What I do noticed and curious of, why is there multiple stat for add dex, add str, add, add foc, and add vit? Stats are empty to begin with, I don't think it is needed like that. The logic can assign a 1, a 10, and 100 in a single stat.
So the key condition here is that this would only work if the attribute stats distribution were monitored from the start of the game, so that the dummy stat can return all the new attribute stats gained by the player.
How would you make a button, that sets the player's points for a specific stat, to exactly "5"—then gives a number of "investable Stat Points", equal to "the Old Value of the Stat, minus 5"?
To put my prior request in better terms:Quote from: Lord NyrioxHow would you make a button, that sets the player's points for a specific stat, to exactly "5"—then gives a number of "investable Stat Points", equal to "the Old Value of the Stat, minus 5"?
I can give you my new code for "RESPEC_GENERIC.DAT" right now but we still need to make adjustment with the logic group of the UI.
I think it would be difficult to make a reset all button function, I'm not sure if "AWARD STATPOINT" effect can be statmodified...this need to be tried and be tested. If statmodify doesn't work, the last resort would be to make an auto pressing UI logic...as seen in my "Auto-Spend Stat Points" mod. This would make the respec stat activate continuously until it reaches the value of dex 5, str 5, foc 5, and vit 5.
Target 4: Add a system to allow purchasing additional Stat-points and Skill-points.
When both mods are loaded and you try to respec you gain more skill points and can keep clicking the button for even more.
is it possible the unitthemes you and Nyriox use for your respective mods are interfering with each other?
Refund all Skill Points
When both mods are loaded and you try to respec you gain more skill points and can keep clicking the button for even more.
I would have to check the internals of that "**** Lite" mod, to see what in its code may interfere with the standard "Respec all Skills" Effect.
When both mods are loaded and you try to respec you gain more skill points and can keep clicking the button for even more.
I would have to check the internals of that "**** Lite" mod, to see what in its code may interfere with the standard "Respec all Skills" Effect.I'll do that to, later. Maybe something is disrupting the respec system of the mod.