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Author Topic: Variable affix ranges on Unique Items  (Read 2832 times)

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Variable affix ranges on Unique Items
« on: »
Hello TorchModders!

I've been trying to get variable affix rolls on my Unique items and it doesn't seem to work properly for some effects. For example, rolling attributes like Dexterity works reasonably fine as long as I don't use No Graph but other effects like Critical Hit Damage don't seem to work. If I set the min/max range from say 30-50% it ends up picking some seemingly random value like 43% that rolls that way every time the item spawns. Is there something silly I'm missing here? I initially thought Critical Hit Damage maybe scaled with a function similar to main attributes but it doesn't seem to be based on what the Effects viewer shows. I've also tried fiddling with other variables like No Graph to see if that had any impact but that didn't do anything.

Also, do some Skills not work with the Chance to Cast effect? I've been trying to get the Embermage's Shocking Orb skill to proc as an affix on a Unique item and it doesn't seem to work. I also tried Eviscerate which didn't seem to work either but specific Skills like WC_Thunderstorm and WC_Eviscerate seem to work just fine.

« Last Edit: February 14, 2017, 04:07:02 pm by xxis »

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Re: Variable affix ranges on Unique Items
« Reply #1 on: »
First of all Welcome to the forums xxis!

I uhm can't answer you right away as that's out of my skill range, but it's @RnF that you want to get guidance from on this one... let's hope he drops in very soon ;)


Re: Variable affix ranges on Unique Items
« Reply #2 on: »
oh that is out of my range too.. haven't modded on items so far

Quote
Also, do some Skills not work with the Chance to Cast effect? I've been trying to get the Embermage's Shocking Orb skill to proc as an affix on a Unique item and it doesn't seem to work. I also tried Eviscerate which didn't seem to work either but specific Skills like WC_Thunderstorm and WC_Eviscerate seem to work just fine.

that might be in my range, will check on that later!
The chance to cast effect? let me see... else you can set the chance of the skill in the skill editor. also I remember a setting if a skill can proc from another skill or not -> true/false <- might be on the skill level itself...
also proc skills are somehow a special skilltype. I recommend you to search for a skill that has a proc skill and go deeper into anatomy for a better understanding.
what are the conditions for your skill to proc?

well, many disordered thoughts! I'll have a closer look later
some projects in progress

Re: Variable affix ranges on Unique Items
« Reply #3 on: »
Hello TorchModders!

I've been trying to get variable affix rolls on my Unique items and it doesn't seem to work properly for some effects. For example, rolling attributes like Dexterity works reasonably fine as long as I don't use No Graph but other effects like Critical Hit Damage don't seem to work. If I set the min/max range from say 30-50% it ends up picking some seemingly random value like 43% that rolls that way every time the item spawns. Is there something silly I'm missing here? I initially thought Critical Hit Damage maybe scaled with a function similar to main attributes but it doesn't seem to be based on what the Effects viewer shows. I've also tried fiddling with other variables like No Graph to see if that had any impact but that didn't do anything.

Also, do some Skills not work with the Chance to Cast effect? I've been trying to get the Embermage's Shocking Orb skill to proc as an affix on a Unique item and it doesn't seem to work. I also tried Eviscerate which didn't seem to work either but specific Skills like WC_Thunderstorm and WC_Eviscerate seem to work just fine.

Wayback was the one who figured out this issue with his Item Affix Expansion Mod, I would suggest you download his mod and take a look at it, it is very informative. 

He created a graph that allows the affix to become truly variable.  It is a Percent graph.  If you have this graph in your mod and add "Percent" in the graph override section of the affix, it will behave the way you want it too. I attached the graph, see at the bottom of the post.

Another way to go about this is to use the "Linear_Graph".  This one behaves differently than the "Percent".  It will allow the affix to be variable like the Percent graph, but it will also scale the affix to the item level.  So instead of adding Tiers for the affix, one affix could be made for all item levels and it will scale with item level. This is a vanilla graph, so you don't need a file for this one to work.

The way it scales is very linear.  A level 50 item will spawn what ever you have set on the affix value at 50%.  So if you set an affix value of 100% poison resist, it would spawn at 100% on a level 100 item, 50% of that value on a level 50 item, 25% on a level 25 item etc.

Balancing is probably a bit easier with this one, just set the affix value to what you want it to be for a level 100 item and it scales from there.  This works fine as long as you don't go above item level 100ish.  Once you go higher like with my LAO III mod, vanilla or percent graph affixes work better and are more balanced.

Just a note about health, armor and mana bonuses, they act funny with both graphs overrides.  It might be easier to stick with the vanilla type settings with them.  But they will work, with the graphs, just don't expect the values that will have to be set to make any sense. There are a probably a few more that act funny with those graphs but can't remember what ones they are.

I haven't been able to wrap my head around procs yet, but I do know they require a skill to function.  Waybacks Item Affix Mod adds new procs, so you can take a look at how he did it.  They require a affix to point to a skill.... the skill will need to point back to another affix to apply damage, so the naming and what the specific affix is doing can be confusing.

Hope this helps :)







« Last Edit: February 15, 2017, 09:24:35 am by RnF »

Re: Variable affix ranges on Unique Items
« Reply #4 on: »
First of all Welcome to the forums xxis!

Thanks! I'm glad TL2 still has such an active and friendly mod community.

He created a graph that allows the affix to become truly variable.  It is a Percent graph.  If you have this graph in your mod and add "Percent" in the graph override section of the affix, it will behave the way you want it too. I attached the graph, see at the bottom of the post.

This worked wonderfully, thanks! Was able to get my Unique items rolling in the ranges that I wanted to. To explain, I've been converting some Path of Exile Unique items over to TL2. More specifically Abyssus, which requires stat ranges to be somewhat variable to make it an interesting drop.

that might be in my range, will check on that later!
The chance to cast effect? let me see... else you can set the chance of the skill in the skill editor. also I remember a setting if a skill can proc from another skill or not -> true/false <- might be on the skill level itself...
also proc skills are somehow a special skilltype. I recommend you to search for a skill that has a proc skill and go deeper into anatomy for a better understanding.
what are the conditions for your skill to proc?

I dug around a bit and I was able to get it to work! The realm of skills is still pretty new to me so I'm still fiddling and trying to learn what I can. I'm still not entirely certain what specifically got it to work but what I did was clone a skill (in this case the Immolation Aura for the Embermage), remove all but one skill level, and change the [EVENT_TRIGGER] blocks of code to [EVENT_START]. I also removed the mana cost on the skill however I'm not sure if that's necessary. Interestingly enough my cloned skill still pulls from all of the Immolation Aura's affixes, however I suppose that isn't too surprising that that works.

I had previously been just trying to insert the skill name into the EffectName field for the affix, with the Effect being Cast Skill On Strike. As I mentioned earlier this worked for the Wand Chaos skills (WC_Thunderstorm, etc), however interestingly enough WC_Stormclaw doesn't seem to work still. That's something I'll have to investigate.

For an unrelated question does the PULL effect require some specific fiddling to get to work? I've wanted to get reverse knockback on a pair of Unique gloves but setting negative values to KNOCKBACK didn't seem to do anything. Likewise the PULL effect did not seem to do anything either in my testing.

Also does the Learn Skill effect require the skill to be already "assigned" to the player? I noticed Salan mentioned that it needs to be attached to the unit/player file and I'm still trying to decipher what that means.

Re: Variable affix ranges on Unique Items
« Reply #5 on: »
Quote
Also does the Learn Skill effect require the skill to be already "assigned" to the player? I noticed Salan mentioned that it needs to be attached to the unit/player file and I'm still trying to decipher what that means.

I believe the "Learn Skill" was designed to work with spell scrolls.  I have been able to get it to work with potions as well, but it acts oddly, not with items though.  J just haven't figured out how to do this or if it can be done or now.  Procs may be the only way to activate the skill on items.

Each class has a base file, the skills found on the classes skill tree must be listed there so the class can learn the skills.

Here is a class creation tutorial if you haven't seen it.  It may help you understand this more
« Last Edit: February 16, 2017, 12:06:25 pm by RnF »

 

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