#change spell cost after casting
8 messages · Page 1 of 1 (latest)
like a follow up chain cast?
Sorry, I mean like after casting the spell it's cost would increase for like 10 seconds.
not sure but in the speffet param there is a spell (sorcery and incantation ) fp cost
so if after you cast a spell you add a spefect that last as long as you want for example 10 second and it has the cost modified to be more or less depend on what you want
try and see if it works
Unless I'm misunderstanding, this would apply to all sorceries/incants though. I ended up doing it off of conditional categories and separated them based on memory slot cost.
the effect you can add it to the spell bullet itself using smithbox or to the aniamtion using dsanime studio
in the video i made 2 effect 1one to make the spell cost more and one to make the cost less
the amount is over kill i want to test and see how it work and i made it stack so the longer you spam the more it effect
the uncharged sost more the charge cost less
it is much simpler and easier to do what darkfer mentioned and just apply speffect to increase all spell costs,
you might be able to set a unique stateinfo speffect to exist just long enough for your spell to cast and have that effect be set during the cast animation right before the spell casts, and then set up the spell cost increase speffect to conditionally require the new stateinfo effect to be able to apply its accumulated effects, which if it works should only affect spells while the unique effect is applied and you have stacks of the spell cost increase, this may not prevent casting if you have enough to cast the base cost of the spell even if it is currently supposed to cost more, and would also not reflect the cost visually in the menu unless you were checking at the exact moment you were casting the spell,
and finally, technically using script exposer in hks, you could set up a way to check if a player is casting a specific spell and then change that spells cost accordingly, or just a base spell and redirect it to alter the fp used or spell function, but this would need to be done for each spell and is more complicated
you could also make a dll mod, which is probably overkill, but would make it relatively easy.
I'd do something like:
- add some SpEffect to the player lasting 10 seconds upon casting the spell
- In dll mod check if the player has that SpEffect and then change the FP cost if they have.