So my first try looks something like this:

Editor (Screenshot):
[Linked Image]


Activate Passive (Code):
Code
// USE (Finesse bigger than Intelligence)
IF
CharacterStatusApplied((CHARACTERGUID)_Player, "EA_STATSWITCH", _)
AND
DB_IsPlayer(_Player)
AND
CharacterGetAttribute(_Player, "Finesse", _PlayerFinesse)
AND
CharacterGetAttribute(_Player, "Intelligence", _PlayerIntelligence)
AND
_PlayerFinesse > _PlayerIntelligence
AND
IntegerSubtract(_PlayerFinesse, _PlayerIntelligence, _Bonus)
THEN
CharacterRemoveAttribute(_Player, "Finesse", _Bonus);
CharacterAddAttribute(_Player, "Intelligence", _Bonus);
EA_ClearStatSwitchBonus(_Player);
DB_EA_StatSwitchBonus(_Player, _Bonus);

//USE (Finesse smaller than Intelligence)
IF
CharacterStatusApplied((CHARACTERGUID)_Player, "EA_STATSWITCH", _)
AND
DB_IsPlayer(_Player)
AND
CharacterGetAttribute(_Player, "Finesse", _PlayerFinesse)
AND
CharacterGetAttribute(_Player, "Intelligence", _PlayerIntelligence)
AND
_PlayerFinesse < _PlayerIntelligence
AND
IntegerSubtract(_PlayerIntelligence, _PlayerFinesse, _Bonus)
THEN
CharacterRemoveAttribute(_Player, "Intelligence", _Bonus);
CharacterAddAttribute(_Player, "Finesse", _Bonus);
EA_ClearStatSwitchBonus(_Player);
DB_EA_StatSwitchBonus(_Player, _Bonus);


Deactivate Passive (Code):
Code
//REMOVE (Finesse bigger than Intelligence)
IF
CharacterStatusRemoved((CHARACTERGUID)_Player, "EA_STATSWITCH", _)
AND
DB_IsPlayer(_Player)
AND
CharacterGetAttribute(_Player, "Finesse", _PlayerFinesse)
AND
CharacterGetAttribute(_Player, "Intelligence", _PlayerIntelligence)
AND
_PlayerFinesse > _PlayerIntelligence
AND
DB_EA_StatSwitchBonus(_Player, _Bonus);
AND
_Bonus > 0
THEN
CharacterRemoveAttribute(_Player, "Finesse", _Bonus);
CharacterAddAttribute(_Player, "Intelligence", _Bonus);


//REMOVE (Finesse smaller than Intelligence)
IF
CharacterStatusRemoved((CHARACTERGUID)_Player, "EA_STATSWITCH", _)
AND
DB_IsPlayer(_Player)
AND
CharacterGetAttribute(_Player, "Finesse", _PlayerFinesse)
AND
CharacterGetAttribute(_Player, "Intelligence", _PlayerIntelligence)
AND
_PlayerFinesse < _PlayerIntelligence
AND
DB_EA_StatSwitchBonus(_Player, _Bonus);
AND
_Bonus > 0
THEN
CharacterRemoveAttribute(_Player, "Intelligence", _Bonus);
CharacterAddAttribute(_Player, "Finesse", _Bonus);




I looked up the scripts from your Civil Auras to understand how they are supposed to look.

Now is my next question do i need to build the whole story under File -> Build ? Because if i try i get some random error unrelated to my mod.

And if not, is it enough to just implement a passive skill (buff/debuff) named "EA_Statswitch" in my case or is it something beside the name of the passive skill i have to change ?

P.S: I can't get it to run, implemented the passive ability but nothing happens. Do i have to initiate the scripts somehow ?

Last edited by Navan; 13/10/17 11:07 AM.