Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong - Extended Edition

Shadowrun: Hong Kong Steam Workshop
Using the Shadowrun: Hong Kong Level Editor, you can expand your Shadowrun expereince with new missions, stories, characters, and more! Share your work and your experience here on the Steam Workshop.
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Banjo Oz 8 2016 年 1 月 5 日 上午 8:05
Making Spirit Summons non-consumable or a "spell"?
Has anyone tried to mod this? I was interested in making Summon spells that work like spirit summon fetish items, except that - as spells - they don't vanish but have cooldowns. However, while my spells work fine, they disappear from the player's spell slots once used as if they were still consumable items!

Below is the code for one such spell I made as a test, to serve as an example:
id: "Summon Air Spirit 1" type: ItemType_Shaman uirep { icon: "icon_airspirit_1" name: "Summon Force 1 Air Elemental" description: "Summons a Force 1 Air Elemental." } anim_type: AnimType_Spell coreAttribute: Attribute_Magic coreSkill: Skill_SpiritSummoning forceRating: 1 apCost: 0 prereqStrings: "Player.SKILL.Skill_SpiritSummoning >= 1" rangeModTable: 1 rangeModTable: 1 rangeModTable: 1 rangeModTable: 1 modelessAbilities: "SummonSpirit" affectsFriendly: true canTargetSelf: true canTargetUnoccupiedGridPoint: true isMagic: true fxrep { preActionFxName: "" actionFxName: "BoundSpiritSummonAction" postActionFxName: "" hitReactionFxName: "GenericEmptyReaction" missReactionFxName: "GunMissReaction" } character_sheet_id: "Spirit Air" equipment_sheet_id: "Spirit Air F$ Gear" character_prefab_id: "SpiritAir" character_ui_name: "Wind Dancer" store_cost: 100 sorting_group: "Conjuring (Shaman)"

Does anyone know why this doesn't work as expected, or if there's a way to make the item/fetish versions "non-consumable" instead?
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dont_stop_learning 1 2016 年 1 月 7 日 下午 5:44 
I havent checked in awhile but I think your problem is actually in the "SummonSpirit" ability file rather than your spell file. as for making the item/fetish version non consumeable you could give them a set value for their "ammo" variable and alter the ability file to consume a set amount of ammo, this would let you have different versions that can summon a certain amount of times per combat. When it hits 0 ammo it doesnt disappear it just doesnt let you use it again that combat, its ammo gets reset every time a new combat starts.
最後修改者:dont_stop_learning; 2016 年 1 月 7 日 下午 5:47
Banjo Oz 8 2016 年 1 月 9 日 上午 6:52 
引用自 dont_stop_learning
I havent checked in awhile but I think your problem is actually in the "SummonSpirit" ability file rather than your spell file. as for making the item/fetish version non consumeable you could give them a set value for their "ammo" variable and alter the ability file to consume a set amount of ammo, this would let you have different versions that can summon a certain amount of times per combat. When it hits 0 ammo it doesnt disappear it just doesnt let you use it again that combat, its ammo gets reset every time a new combat starts.
Thanks for the reply and help.

I wondered the same thing, but I can't see anything in SummonSpirit (ability) to indicate how to make it reusable, especially since the SummonESP and RiggerDroneSpawn are identical except for very slight changes that are obvious to their purpose.

id: "SummonSpirit" uirep { icon: "icon_summon_air_spirit" name: "" description: "" } apCostMod: 1 prereqStrings: "Player.FLAG.CAN_SUMMON_SPIRITS == 1" offensiveAbility: false can_summon: true toHitFunction: "autoHitUnoccupiedLocation" damageFunction: "ExecuteSpiritSpawn"

id: "SummonESP" uirep { icon: "icon_summon_air_spirit" name: "" description: "" } apCostMod: 1 prereqStrings: "Player.FLAG.CAN_SUMMON_ESP == 1" offensiveAbility: false can_summon: true toHitFunction: "autoHitUnoccupiedLocation" damageFunction: "ExecuteESPSpawn"

id: "RiggerDroneSpawn" uirep { icon: "icon_drone_activate" name: "" description: "" } anim_action: AnimAction_Throw apCostMod: 0 prereqStrings: "Player.FLAG.CAN_SUMMON_DRONES == 1" offensiveAbility: false toHitFunction: "autoHitActor" damageFunction: "ExecuteRiggerDroneSpawn"

Does this mean that maybe the "one use only" aspect of SummonSpirit is part of the "ExecuteSummonSpirit" (engine based, non-moddable) "damageFunction" perhaps?

Or am I missing something obvious here?
dont_stop_learning 1 2016 年 1 月 18 日 上午 11:20 
yes the thing that makes it auto consumed is built into the damageFunction and theres no way as far as I know to make new damageFunctions
Banjo Oz 8 2016 年 1 月 18 日 下午 9:34 
That's what I feared. :(

I guess the only "solution" right now is to make summon fetishes a lot cheaper!
最後修改者:Banjo Oz; 2016 年 1 月 20 日 上午 3:47
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