I've tried increasing the number of buff slots by:
a) Increasing the number in the effect of the increase_div skill, but it seems that 4 is the cap that the daemon has. Changing p_enlarge_abnormal_slot;4 to p_enlarge_abnormal_slot;5 doesn't work.
b ) Adding this effect to other passive skills, e.g s_expertise_s, to make it stack (having both skills - increase_div + expertise on the char - p_enlarge_abnormal_slot;4 + p_enlarge_abnormal_slot;4 would be 8 ) doesn't work either.
Anything that can be done with scripts alone?
I have noticed that toggle skills don't count towards the buff slots (or have their own cap of 12 if that exists like s/d and debuffs). Any idea if could I make other buffs count towards this - count on the toggle's number -, instead of the regular buff slots, but keep being a "castable" buff? I have had no luck keeping the buff castable, aka not a toggle, and not counting towards the buff slots number at the same time.
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When I compile IL using the compiler, it shows an error:
Scripts Loaded
Source file processed
Compiling...
invalid function GlobalObject
Funcion ID Error gg
Funcion ID Error gg::myself::IsNullCreature myself
Funcion ID Error lparty
Funcion ID Error myself::SetInfo random1_list
invalid function CodeInfoList gg::myself::RandomSelectOne
Funcion ID Error gg::myself::RandomSelectOne random1_list
Funcion ID Error code_info
invalid function CodeInfo gg::myself::RandomSelectOne
Funcion ID Error gg::myself::RandomSelectOne code_info
Funcion ID Error target
Done in 15 milliseconds
Question
ericvini
Using Gracia Final.
I've tried increasing the number of buff slots by:
a) Increasing the number in the effect of the increase_div skill, but it seems that 4 is the cap that the daemon has. Changing p_enlarge_abnormal_slot;4 to p_enlarge_abnormal_slot;5 doesn't work.
b ) Adding this effect to other passive skills, e.g s_expertise_s, to make it stack (having both skills - increase_div + expertise on the char - p_enlarge_abnormal_slot;4 + p_enlarge_abnormal_slot;4 would be 8 ) doesn't work either.
Anything that can be done with scripts alone?
I have noticed that toggle skills don't count towards the buff slots (or have their own cap of 12 if that exists like s/d and debuffs). Any idea if could I make other buffs count towards this - count on the toggle's number -, instead of the regular buff slots, but keep being a "castable" buff? I have had no luck keeping the buff castable, aka not a toggle, and not counting towards the buff slots number at the same time.
Any other ideas/ pov's would be appreciated.
Thanks.
Edited by ericviniLink to comment
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