#[Solved] Recreating the ER:SotE Transformation spEffect Behaviour

5 messages · Page 1 of 1 (latest)

twilit basin
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The spEffects for the 3 transformations in SotE stick around between loading screens and game restarts and then only get deleted upon death.

My intrest lies in the sticking between loading screen and game restarts, I have toyed around with it for a bit but cannot figure out how this is done. I dread that it might be locked into the StateInfo, but hope that somebody might know something that I don't.

If it automatically comes with the on-death removal logic that's fine, but preferably I'd go without so I don't have to write additional logic.

hallow vine
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I'm pretty sure setting the duration to infinite and SP_EFFECT_SAVE_CATEGORY to an unused slot should work, I used slot 4 and the effect stayed but it loses all stat scaling on reloading it may have had and will just be the base values, also persist through death is optional

safe meadow
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Persist through death doesn't seem to be worth a darn. But the SP_EFFECT_SAVE_CATEGORY thing should work. I use an event script for my dyes/dodge styles to remain locked in through death/warping/quitting game.

twilit basin
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I wanna use it to save the state of one of our new weapons, who can swap damage types on the fly

twilit basin