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Author Topic: Forcefield Expiry Indicator  (Read 1388 times)

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Forcefield Expiry Indicator
« on: »
Hi everyone,
I'm trying to put together a mod that shows a flashing indicator above the players head when their forcefield is either about to time out or run out of energy from too many hits.

I've got plenty of ideas about how I'll do the particles part (I was thinking of simply a flashing ! or spark symbol), but I have no expertise when it comes to rejigging the forcefield skill to make it happen.

Does anyone know if this is first of all possible, and if so would someone be willing to tweak the skill for me? I opened up the skill and realised I was simply way over my head! Hopefully it's a case of adding in some kind of counter that activates the warning effect at either 10% or 2 seconds to go or something.

I totally understand you all have your own projects so whenever you can get to it that's fine with me. I'd just be really grateful for some assistance!

Cheers  8)

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Re: Forcefield Expiry Indicator
« Reply #1 on: »
Hi Aherin! I think this is do-able and I believe using some counter is part of the solution.  Unfortunately skill-tweaking isn't my strong suit either :(

Let's hope Gyt or Twinkle drop by to give you some tips.

Meanwhile there's a great series of tutorials about particles in the wiki (starting with this one) by OedipuTex.  Hopefully one of these can give you more useful info.


Re: Forcefield Expiry Indicator
« Reply #2 on: »
Hi Aherin,

Twinkle might have a better idea about how to accomplish this, but I don't think I could rig what you want.  Giving Forcefield a warning signal that it's about to time out is totally possible.  Giving it a warning signal that it's about to take too much damage... mmm.... I don't know how that'd work.

See... the two solutions that seem fairly obvious have problems with them.

1) Use the remaining damage soak on Forcefield's affix as a condition for a triggerable.  There's no way in GUTS to reference that value.  It's not a declared static stat (we don't know the STRING name).  It may exist, but I have no idea how to find it.

2) Declare a stat to use as a surrogate that triggers the warning.  It would need to use the same graph as the original affix and be decremented with damage just like the shield.  Upside to this is that you know the stat name and can reference it in a conditional. But, there's no way I know of to decrement a stat by damage taken.

As I see it, you'd have to actually code for this.


Re: Forcefield Expiry Indicator
« Reply #3 on: »
yea this is hard/impossible, i actually tried doing it once but couldn't find a solution..
the thing is, as gyt said there is no reference stat to trace the amount of shield your character currently has.
ive tried experimenting with
L"SHIELD ARMOR", //KSTATLOOKUP_CHARACTER_SHIELD_ARMOR
but i think that's a remnant stat from the past game and is not in use for TL2 at all
that said this feature is difficult to implement strictly for the normal shield system, which is a damage absorption shield

you can instead create a shield system that's based on taking X amounts of hits, for example you can negate 10 instances of attacks, after you turn the shield on,
this would allow you to create a custom stat to count the amount of hits you've taken so that a particle pops up when you've taken the amount of hits you deem is high enough to warrant that your shield is "low"


_____________________
however i have a completely out of the box theory/solution to possibly solve your dilemma, that would be to use a summoned dummy unit that mimics all of your current defenses(%DR, armor/resists)
and is given hp equal to the amount of shield your skill gives you
 
this dummy unit would be set to stick on to your character and use the same hit box the player does
each time you are hit the dummy is also hit, diminishing its hp and your shield at the same rate, these two events are now in synchrony.

however with the dummy unit you can track its hp..
this allows us to add a passive skill which would trigger when the dummy reaches a certain % of hp, indicating to you(with particles) that its hp is low which should in theory be equivalent to your current shield value, thus giving you your warning system...

i have never tested this myself.. and actually just came up with this thought as i was typing out this post, but if you endeavor to testing this theory please give us your results, i would try this myself but as you know im very tied up for time and can only do short posts like this, im sorry i still haven't given you the tutorial post i promised in your other thread.
« Last Edit: March 01, 2015, 10:43:22 pm by TwinkleToes »

Re: Forcefield Expiry Indicator
« Reply #4 on: »
Thanks for your thoughtful replies guys :)
I kind of suspected it would be harder than it looks to do this. Heh it always is..

I'm really looking for something I can sink my teeth into particle-wise, as well as make something hopefully people can use.

I think I'll need to try my hand at something much simpler :D

Thanks again for taking the time to think of a solution, I really appreciate it.

Re: Forcefield Expiry Indicator
« Reply #5 on: »
np, also for my last message i think i got the wrong guy sorry bout that,
that goes out to bill hartman if hes reading this thread

Re: Forcefield Expiry Indicator
« Reply #6 on: »
np, also for my last message i think i got the wrong guy sorry bout that,
that goes out to bill hartman if hes reading this thread

Oh yeah. Always reading to learn. Comprehension is something else. Thanks for your time, Twinkletoes. Down the road, maybe I could reverse engineer your molten skill work...you could just upload as an attachment if. You like. The only place I post mods is here and privately.

Have a good day!

Bill

 

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