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Author Topic: A Question About Triggerables  (Read 844 times)

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A Question About Triggerables
« on: »
I've been wanting to add "Blight Damage Reduction" effects from wearing the Alchemist Transmuter armor set, and I've been studying using triggerables as part of the solution.

So I was looking at those "Slayer" triggerables (Kill x enemies, get an affix) and their structure intrigued me because they contained both the benefit AFFIX and the STAT to WATCH for applying it, all in the triggerable .DAT file itself.

So my question is, could I use that structure to trigger a healing affix when I get blighted? I threw the code below together quick-and-dirty, and would really appreciate comments/ corrections from the more skilled members...

Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:TRANSMUTER_ARMOR_DR_TRIGGER
<TRANSLATE>DESCRIPTION:Applies an anti-blight healing passive
<STRING>GAMEEVENTTYPE:STAT
<STRING>EVENTCREATOR:SELF
<STRING>SUBTYPE:ADDSTAT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:1
<INTEGER>COOLDOWN:750
[AFFIXES]
<STRING>AFFIX:SPELL_HEALSELF
[STATWATCHER]
<STRING>STAT:BLIGHTSTAT
<STRING>PRIMARY_TARGET_TYPE:SELF
<STRING>SECONDARY_TARGET_TYPE:VALUE
<STRING>WATCH_TYPE:EQUAL TO
<FLOAT>SECONDARY_VALUE:1
[/STATWATCHER]
[/AFFIXES]
[/TRIGGERABLEACTION]

What I am really unsure of are the SUBTYPE:, LEVEL: and FLOATCONDITION: variables  ???

The healing affix "spell_healself" is actually just the "heal self" spell affix; just a placeholder for now...

Thank you in advance!

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Re: A Question About Triggerables
« Reply #1 on: »
i havent dabbled with items but i took a quick look at some of those trigerrables

it seems like they consists of two parts
1. is the triggerable to count how much times youve done an action (kill, hit, crit etc.)
this part is what adds X stats to the character

2. is the triggerable to grant the affix, the SUB TYPE determines when the triggerable will trigger, in this case its when you gain a stat (ADD STAT), the X stat used in the stat watcher will determine which stat the triggerable chooses

FLOATCONDITION is what prevents the add stat triggerable from triggering each time you gain +1 of X stat, until its condition is met

as for LEVEL i have no idea, it might be there to determine what level the character can use the triggerable?
now... all of the above is all speculation based on my experience with triggerables, so take it with a  grain of salt and keep experimenting

and yea its possible to have something trigger when you gain, loose or clear a stat (in this case the "blighted" stat) but you have to set the GAME EVENT TYPE to stat to get the proper drop down options
« Last Edit: March 24, 2017, 01:32:52 am by TwinkleToes »

Re: A Question About Triggerables
« Reply #2 on: »
TYVM Twinkle!

My take-off point was gyt's triggerables tutorial on the wiki and the method I picked up from there was the 2-stage method (a triggerable to trigger a separate skill, which then applies the affix) which is the more used method I guess. I was just thinking I could cut a few corners with this combined method :P

Okay back to work ;D thanks!
« Last Edit: March 26, 2017, 12:31:43 am by Phanjam »


 

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