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Member
Originally Posted by
neoikkokx
Having a hard time figuring out syntax beyond basic examples referenced in this thread.
How can I track charges and time left on buffs?
Examples:
Code:
BuffTimeLeft("charged_staff_stack_B385") <= 5
Code:
PlayerBuffs.Has("power_charge", atLeast=5)
Is there a thorough documentation somewhere?
Thanks!
I also tried
Code:
PlayerBuffs.Has("charged_staff_stack_B385").TimeLeft
but that doesn't work either. Were you able to find anything yet?
Also, I see people say use F10 to get a dump of all effects, buffs, etc. After I press F10 nothing happens. Any idea how that's supposed to work?
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Member
I use it this way.
First condition checks if player has power charge(s)
Code:
PlayerBuffs.Has("power_charge")
The second condition checks if the charged staff stack is lower than 5 or if it has 7 seconds or less left.
Code:
PlayerBuffs["charged_staff_stack_B385"].Charges < 5 || PlayerBuffs.Has("power_charge") && PlayerBuffs["charged_staff_stack_B385"].TimeLeft <= 7
This will press the key you have set if both conditions are true.
If you'd like to use it on at least 5 power charges you have to change power charge condition like this.
Code:
PlayerBuffs["power_charge"].Charges >= 5
You can set your own conditions easily by using "Add New Condition" button and to find what to type there you can check
Code:
Core -> Misc Tools -> Data Visualization (DV) -> States -> InGameStateObject -> CurrentAreaInstance -> Player -> Components -> Buffs -> Status Effect
this will open a window to see status effects in real time.
When you first open this window you may not see "power_charge" or "charged_staff_stack_B385" there because you don't have those active yet. So you have to use them first then check the window. And if you unfold one you can just click on "Name: ...." and it'll copy the name of skill or effect so you can paste it on trigger page.
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Post Thanks / Like - 2 Thanks
Mushkela,
EthEth (2 members gave Thanks to oops6025 for this useful post)
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