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Author Topic: Destroyer: Devastate, concept/experemental skill set up.  (Read 3439 times)

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Destroyer: Devastate, concept/experemental skill set up.
« on: »
ok..
so ive been playing around with GUTS and put into effect an extreme idea i had on the devestate skill(with phans permission ofc),

what ive managed to do is variate the animations on each cast so it gives the same effect as the original destroyer skill

i did have to tweak the actual mechanics of the skill itself, since it can only work if i set it up that way. but.. basically im posting to let you guys test this out and to see if you can find bugs or peculiarities with the system ive set up..


for an overview:
what ive done is exploit the level system and the Skill bonus effect giving the skill 51 levels(when you see the code you'll understand why),
the skill is bare bones(no changes to levels and no affixes or anything on it) but the core system is there,
ive used 3 random animations i found which suited movement and it's pretty damn close to being perfect

some of you guys might wonder though, how would this effect interact with the skill shrine?
well ive put in a fix in place just by adding 2 more levels on each animation variation, this is what makes it imperfect, if any other skill bonus effect adding 2+ levels were to be applied to your character the whole system would crumble..

if you guys dont understand what im on about grab the attachment and replace the destroyers devestate skill file with this one
or
go to this link and copy the skill code, and replace your current devastate skill with it.
http://pastebin.com/Vr2JsFGn

have a look at the code and test the skill out thanks  8)

 
« Last Edit: October 05, 2014, 09:22:10 am by TwinkleToes »

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Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #1 on: »
Wow! That's an amazing exploit to string animations. I've not tested it in game yet, just looked at the code. Great job Gyt! Your GUTS-fu very good.  8)

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #2 on: »
thanks wolven but..
im Twinkle doe  :D :D :D :D

ive got a bunch of other exploits i can show you guys too, like attack fallback on skills which dont use mana.

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #3 on: »
Haha,  :D ;D Right. Well you're both good at GUTS-fu. Good job Twinkle.  ;)

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #4 on: »
Haha!  Yeah, this is definitely a Twinkle-Toes skill, not a gyt skill.

This is a really elegant skill setup, Twinkles.  It brings a tear to my eye.


I totally want to see how you achieve attack fallback with non-mana skills!  That stumped me when I was making my 2nd class.

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #5 on: »
thanks gyt
this is nice as a concept but it destroys the UI,
gotta somehow find a way to give a stat when you level up a certain skill, then use that stat to replace all the hardcoded widgets in the UI so you get the proper 0/15 display on the skill, then you have to somehow make it so on each respec the stat is subtracted...

as for the attack fall back on non mana skills, i can PM you copy of a class im working on, which uses the system and you can snoop through the files while i guide you on what the hell is going on with them, but it works in a very specific set of conditions and is very heavy with file usage. so it might not be 100% of what you think it is.

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #6 on: »
Ahh, I can see how the UI would be a problem.  However, we should just be able to convert the special_flurry.skeleton file over from TL1 with CCCenturion's converter, no?

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #7 on: »
you can grab the skeleton animation for the old devastate but.. your gonna have to tweak it(probably to a great extent), to match the bones on our current model with blender or something, so we don't get deformities and other sorts of nonsense going on when we use the animation.
kva or anarch probably know about this better than me..

i did check how the old devastate worked, it uses a looping animation with 3 separate parts, so the entire "combo" is all in one file, we could probably get some current animations we have then somehow fuse them together to get one continuous loop animation in 3 parts just like the old devastate,
« Last Edit: October 05, 2014, 03:41:58 pm by TwinkleToes »

Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #8 on: »
Quote from: TwinkleToes
i did check how the old devastate worked, it uses a looping animation with 3 separate parts, so the entire "combo" is all in one file, we could probably get some current animations we have then somehow fuse them together to get one continuous loop animation in 3 parts just like the old devastate,

Well, there's "Special_AOE_Slash" animation. It's serviceable, just not quite right...

Spoiler (hover to show)

Still working on substituting Twinkle's code to actually see how it looks. Thanks mucho for this Twinkle!


Re: Destroyer: Devastate, concept/experemental skill set up.
« Reply #9 on: »
yea special aoe slash is too fast, it happens in less than 1 second, the old devastate animation however has a timeline of about 3 seconds, so it gives the feeling of continuous movement when you channel it.

as for updates, ive come up with a quick fix for the visual side of the skill in the UI(progress bar on the tiers), but it still wont display 0/15,
i plan to revise the code to only use 19 levels so it doesn't destroy the UI like the 0/51 display does for this current build.

 

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