Quote:
Originally Posted by azxten
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Hopefully this clears it up. If we can figure out how to fit more than 4 effects in a single "casting" block we would be able to make the classic shielding effects.
Alternatively you can set the hex directly below FA C4 in spellsnew.edd for NPCAegolismV2 S1-2 to 1 in any of those 4 slots it will cause the particles to be much brighter and also apparently causes the orange particles to look green somewhat. This might be a potential hack work around where we could do that then set NPCAegolism S1-1 to be the blue particle effect. I guess you'd actually want to swap the two effects as well after making these changes.
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It sounds like changing that slot to 1 may have been making the spell effects inclusive to previous levels, which could explain why you don't have the space to add more than four effects in a single block. The bright/washed out particles you describe could be the engine giving you green 1-23, greenx2+orange 24-38, and greenx3+orangex2 39+. If that's true, then if you set the slot to 1 you'd just need to program one set of particles for each tier.
More than likely I'm just misunderstanding you; all I know about hex codes and generating particle effects I've learned from this thread, after all. Either way, many thanks to you guys for the work you're putting in for this. Getting even some of the classic effects back is a treat.