#[ER] (Solved) Making a Sorcery Callable via SpEffectParam

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ember light
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Hello ! (it's me again)

How can a sorcery be made callable via SpEffectParam if it does not exist in BehaviorParam_PC (or i'm blind) ?

I’m trying to trigger a sorcery (e.g. Carian Phalanx) periodically via SpEffect → BehaviorParam_PC.

For Glintblade Phalanx, this works because i using its Ash of War version, which already exists in BehaviorParam_PC.

However, Carian Phalanx only exists as a sorcery (Magic/Bullet/AtkParam_PC chain) and does not existe in BehaviorParam_PC.

When I create a new row in BehaviorParam_PC with:

  • refType = Bullet
  • refId = (Carian’s Bullet ID)

nothing happens in-game.

My question is:

  • What is the correct method to make a sorcery (Magic-based) invocable via SpEffectParam ?
unreal bear
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You can trigger behaviors via speffect.

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There's a field for entering the IDs, then you'll want a specific state info on that speffect, I believe the tooltip on the behavior field notes which state info that is.

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I want to say these behaviors are called via trigger interval? Might be good to investigate how other methods work. Not at the pc right now, so can't 100% confirm.

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Keep in mind any behavior called through an speffect will not account for any player or equipment stats, so damage invoked through these behaviors won't scale.

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And of course, just to dot the I's, you need the speffect referenced in the Magic param for that spell, and to be sure the reference slot is called in that spell animation's tae.

ember light
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I think I’m still misunderstanding the pipeline.

I understand that any behavior called via SpEffect won’t use player/equipment scaling — and that’s actually fine for my use case. I’m okay with fixed damage and would prefer to manually control the values.

I know that SpEffect can only call a BehaviorParam_PC (which is why the Ash of War version of Glintblade Phalanx works).

But for regular sorceries like Carian Phalanx, there doesn’t seem to be a corresponding BehaviorParam_PC entry — they exist only as MagicParam.

Do I need to manually recreate a PC-compatible Behavior chain (Behavior → Bullet → Atk) based on the sorcery? Or is there something I’m missing about how Magic-based spells can be adapted for SpEffect use?

I feel like I’m missing a structural step here... (Sorry)

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[ER] Making a Sorcery Callable via SpEffectParam

unreal bear
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Magic -> Speffect -> Behavior

ember light
# unreal bear You call the speffect in the magic param, and the speffect calls the behavior, a...

Instead of trying to execute the MagicParam directly, I converted Carian Phalanx into a Behavior-compatible version.

I duplicated the original Bullet and its corresponding AtkParam, then referenced the duplicated Bullet through a new BehaviorParam_PC entry.

The damage is handled entirely through the duplicated AtkParam (fixed values, no scaling), and the Behavior is triggered via SpEffect.

I kept the original orbit and projectile logic intact — only the Bullet reference and projectile count were adjusted.

unreal bear
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Is this for a spell?

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Or something else?

ember light
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Nah, the goal was to periodically spawn the Phalanx from Carian Phalanx while a talisman is equipped ^^'

unreal bear
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Then apply the speffect that calls the behavior in the accessory param.

ember light
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it’s now working correctly!

The behavior triggers at the intended interval and the blades spawn as expected.

Thanks a lot for the help and clarification, it really helped me understand the pipeline better ♥

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[ER] (Solved) Making a Sorcery Callable via SpEffectParam