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Author Topic: Perks!  (Read 6330 times)

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Re: Perks!
« Reply #15 on: »
Hey Dee, I started to mess around with your mod, it feels so great to add a whole new mechanic to the game. excellent work!

Testing:
I activated the "filthy Lucre" Perk, killed 1 warbeast and spawed a ZOMBIE_ANCIENT_CHAMP that gave me 150 Fame but 0 gold... As I followed your instructions 1 by 1 it worked. As i killed a warbeast activated the Perk and killed 2 champs, no gold then I de- and activated it again, killed more champs and gained the bonus...
Result:
The Fametogold isn't the best thing for testing because you cant see if its applied or not. better use playeraffix for testing.

I created a Perk myself using PLAYERSTAT and PLAYERAFFIX as reward but couldnt get it working.
Spoiler: PLAYERSTAT (hover to show)
I'm using the Player Steps Taken Stat what is a static stat so I created a stat with that name and the Predefined_Int for dynamic use. still so result.
I changed back to PLAYERKILL and got the affix applied (PERK_ROLLOVER.LAYOUT stays the same => hard to see if applied or not!)

I modded your PERK for testing and found something interesting:
Spoiler: Filthy Lucre (hover to show)
Now the progress showed 0/10, this is the total count 1+2+3+4 = 10 even if there are only 4 tasks and rewards...
After killing 1! warbeast I ended up with 3/10 => there are 3 tasks containing kill Warbeast
After killing more I ended up 7/10 => 1+2+4
=> to get 10/10 I need to kill the 3 champs

This shows you can set up multiple different tasks to get the rewards. TaskX and RewardX are not bound to each other - i.e. for 2 "progressions/counts" you get 2 rewards. I believe the only thing you can set is the order you receive rewards. placing the same task multiple times makes less sense since "progression" will show wrong numbers until u hit the max count of that task.
Playerstat needs testing... or I'm just dump setting it up.

this is gettin funky!
some projects in progress

Re: Perks!
« Reply #16 on: »
That's a great find, thanks - brilliant collaboration!

So it seems multiple tasks (and thus rewards) are entirely possible after all. In light of this, it's worth pointing out that each task needs to be exclusive - in your example, you have duplicate tasks that all require you to kill one or more Warbeasts - what you need to do is have 'kill a number of Warbeasts' as just one task. This will marry up the task completion with the tooltip status.

With the player stat task type, it may need something like <INTEGER>VALUE:10 instead of <INTEGER>COUNT:10 - this is where trial and error will be the only way to establish the syntax required to make it all work.

The more I look at this, the more it seems to bear relation to triggerables, so perhaps in some respects the syntax is similar.
« Last Edit: November 23, 2015, 10:17:54 am by DeeZire »

Re: Perks!
« Reply #17 on: »
Any progression on the CONDITIONAL block?
I still cant get the PLAYERSTAT working. Here's my setup:
Code: (TASK0) [Select]
[TASK0]
<STRING>TYPE:PLAYERSTAT
<INTEGER>COUNT:1
<STRING>NAME:CHARACTER STEPS TAKEN // Statname to refer to //
<INTEGER>VALUE:3 // Stat Value // testing
<FLOAT>VALUE:5 // Stat Value // testing
<FLOAT>MIN:2 // Min Stat value // testing
<FLOAT>MAX:2 // Max Stat Value // testing
<FLOAT>CHANCE:50 // Chance // testing
<STRING>WATCH_TYPE:GREATER THAN // watch type
[/TASK0]
none of them applied the reward. I've changed the stat to check if something's wrong with that, no changes. Running out of Ideas
« Last Edit: November 23, 2015, 04:15:10 pm by lolesch »
some projects in progress

Re: Perks!
« Reply #18 on: »
Just to make sure, you did make sure that the stat exists in the stats editor and is set to predefined int, right?

Re: Perks!
« Reply #19 on: »
I'm using the Player Steps Taken Stat what is a static stat so I created a stat with that name and the Predefined_Int for dynamic use.
I tried another dynamic stat that is shown in the player effect and stat watcher
I'm sure its not the stat but the code...
some projects in progress

Re: Perks!
« Reply #20 on: »
Yep, serious head-scratching time - here's where the fun begins unless somebody can read the game code!

All I've managed to figure out with conditionals is that they are a block;-
Code: [Select]
[CONDITIONAL]
[/CONDITIONAL] // block to determine if perk can appear available list

[ACTIVATIONCONDITIONAL]
[/ACTIVATIONCONDITIONAL] // block to determine if perk can be activated (appear in active list)

Both blocks can use 2 types - check a stat or check PERKNOTACTIVE or PERKACTIVE.



Re: Perks!
« Reply #21 on: »
so they could be used as a requirement?
lets say perk2 has a CONDITIONAL that checks for perk1 is completed/active (whatever) to actually appear in the list?
The ACTIVECONDITIONAL could be an outer block for the TASK/REWARD? so after completing the perc automatically gets activated...

no progression over here
some projects in progress

Re: Perks!
« Reply #22 on: »
This is too advanced for me, but I want to say I LOVE the idea of a perk system! This is a really interesting concept!

Re: Perks!
« Reply #23 on: »
Well I've spent a ton of time on a brute force technique trying every possible permutation of tags and code in a bid to get the QUESTCOMPLETE and PLAYERSTAT types to work for tasks but to no avail :(

So I've resorted to asking Runic, will keep you posted on what they say but I'm not entirely hopeful. Failing them throwing us a bone here, we're restricted to PLAYERKILLS types of tasks unless more trial and error can get the other types working.

I know Runic abandoned this whole perks thing so it may be that the code is incomplete and simply won't work, but I'd find that hard to swallow given how much of this residual stuff still works just fine plus they re-coded it when going form TL1 to TL2. Fingers crossed!

 

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