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Author Topic: Molten Trait and Rare Monsters  (Read 3444 times)

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Molten Trait and Rare Monsters
« on: »
Hi  folks,

I was wondering how to do the Molten trait from Diablo III:

Molten is a Boss Modifier that spawns on Champions, Bosses, and their minions in Diablo III. Molten monsters deal fire damage, possess high fire resistance, and most notably, create a trail of flam...
diablowiki.net


Ideas?

Also, I would like to set up an additional class of boss between Champion and Boss, the Rare monster (note the boss in the link Shakal is in yellow instead of orange or purple):

http://diablo.gamepedia.com/Rare_Monsters

Thanks for all of your help!

Bill

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Re: Molten Trait and Rare Monsters
« Reply #1 on: »
Ideas?
Dragon Vyrax can do something like that. As I understand it, while moving a monster should always spawn damaging puddles. I think this is not difficult.

Re: Molten Trait and Rare Monsters
« Reply #2 on: »
Hey Bill!  The molten shouldn't be too bad to set up.  Mostly, you want a persistent skill that drops a damage shape/particle effect at the feet of your monster every few seconds.


I'd start by looking here:

http://forums.runicgames.com/viewtopic.php?f=57&t=57868

It's about setting up toggleable skills, but the basis of a toggleable skill is a persistent effect.  You can figure out how to give your monster a looping effect from this guide.

Re: Molten Trait and Rare Monsters
« Reply #3 on: »
Hey again Bill,

I didn't have much time before writing that last reply and I feel like it wasn't very helpful.

The information you want to get out of Twinkle's post about toggleable skills is how to make a looping layout that essentially gives you an active skill with an infinite duration.

If you download my Wildling mod and unpak it you can use the Hand of Gaea (or Blessing of Gaea?) passive skill as a template.  It works like a permanent aura.  It does that by having a looping layout that is always on.  Every loop, the layout fires a damage shape.

You can use that basic system with a minor variation.  You'll obviously need to change the particle effects, but you'll also want to change that ATTACHES setting to false.  Aside from that, you'll just need to change the targeting.  Otherwise, almost exactly what you're looking for.

Re: Molten Trait and Rare Monsters
« Reply #4 on: »
hmmm, btw thanks for referencing my old post gyt :D

but i wouldn't approach this by creating a toggle skill.
i would instead simply make a passive skill that disperses the trail, you'd just have to make sure the damage shapes loop and doesn't attach, i would use the skill Share The Wealth from the outlanders kit as a basis then work of that.
as for how to make it a rare monster affix.
im guessing you would apply the passive to monsters via an affix using the LEARN SKILL effect exactly how players characters learn additional spells, like summon skeleton etc.





Re: Molten Trait and Rare Monsters
« Reply #5 on: »
Thanks guys! I will work on this...I am sure I will have questions!  :P

Next project will be an ubermap...the infernal machine from the Median XL mod (Diablo II). Can you tell I am a Diablo fan?

Have a good one,

Bill

Re: Molten Trait and Rare Monsters
« Reply #6 on: »
Hi Twinkletoes,

Thanks for the reply!
Looks like the share the wealth would use the charge bar as a timer...

I found this mod (TL1) from Phanjam (thanks Phamjam!):

http://www.runicgamesfansite.com/downloads.php?s=9132403b469fa36a401cbafe7f0d7739&do=file&id=843


@Phanjam: May I use this mod for my purposes? Due credit will be given of course.

This should fit the bill nicely. Tips for converting just the skill and acid pools/spit to Torchlight 2?

Thanks Again,

Bill
« Last Edit: February 12, 2015, 08:02:15 pm by Bill Hartman »

Re: Molten Trait and Rare Monsters
« Reply #7 on: »
Quote
Hi Twinkletoes,

Thanks for the reply!
Looks like the share the wealth would use the charge bar as a timer...

based on your reply it seems like you dont fully understand how to make a skills with GUTS, the charge bar part of share the wealth is a minor add on that can be easily taken out, all this add on does is prevent the passive damage shape from firing when you have no charge. 

what you should be looking at is how the layout of the passive operates, you can simply get rid of the STAT REQ strings bellow the events and you'll have your bare bones passive skill, ready for you to modify into the molten trail passive

if your utterly confused, PM me or reply back and i can give you the basic code and a properly adjusted layout file to start you off with making this skill..

also IMO, if you choose to go with phans acid monster setup, youll find yourself even more confused, the mod is described as a monster which spits acid ON HIT and ON DEATH, these two applications are completely different and are far more simple to implement than what your trying to achieve and wont provide you with any clues on how to create a passive aura/trail skill.. and you may also find errors with converting the TL1 editors scripting language with GUTS, even though its a predecessor


Re: Molten Trait and Rare Monsters
« Reply #8 on: »
how to make a skills with GUTS
I too don`t understand. This is difficult for me.  :'(

Re: Molten Trait and Rare Monsters
« Reply #9 on: »

based on your reply it seems like you dont fully understand how to make a skills with GUTS, the charge bar part of share the wealth is a minor add on that can be easily taken out, all this add on does is prevent the passive damage shape from firing when you have no charge. 

what you should be looking at is how the layout of the passive operates, you can simply get rid of the STAT REQ strings bellow the events and you'll have your bare bones passive skill, ready for you to modify into the molten trail passive

if your utterly confused, PM me or reply back and i can give you the basic code and a properly adjusted layout file to start you off with making this skill..

also IMO, if you choose to go with phans acid monster setup, youll find yourself even more confused, the mod is described as a monster which spits acid ON HIT and ON DEATH, these two applications are completely different and are far more simple to implement than what your trying to achieve and wont provide you with any clues on how to create a passive aura/trail skill.. and you may also find errors with converting the TL1 editors scripting language with GUTS, even though its a predecessor

I think Kva3imoda and I could use a template and whatever assistance you have an inclination for. I am willing to do the work and would be more than happy to share. I like this site...very collaborative.

Have a good day,

Bill

Re: Molten Trait and Rare Monsters
« Reply #10 on: »
hey man sorry for the long reply, in my short breaks i decided to create the whole skill itself and apply it to a character, since i was interested in the idea, anyways heres a short gif demonstrating what i made
http://www.gfycat.com/ShamelessMediocreElkhound

ill post a full guide on how i went about doing this with thorough explanation later, but for now just know that this is a possibility

Re: Molten Trait and Rare Monsters
« Reply #11 on: »
hey man sorry for the long reply, in my short breaks i decided to create the whole skill itself and apply it to a character, since i was interested in the idea, anyways heres a short gif demonstrating what i made
http://www.gfycat.com/ShamelessMediocreElkhound

ill post a full guide on how i went about doing this with thorough explanation later, but for now just know that this is a possibility

Wow! Looks great!

Re: Molten Trait and Rare Monsters
« Reply #12 on: »
thanks, ill be going into very heavy detail, on how to create this skill system, but for now im busy with other stuff, so sit tight  ;)

Re: Molten Trait and Rare Monsters
« Reply #13 on: »
a short gif demonstrating what i made
Looks really cool Twinkle!  :)


Re: Molten Trait and Rare Monsters
« Reply #14 on: »
Quote from: Kva3imoda
Looks really cool Twinkle!  :)

Quote from: Bill Hartman
Wow! Looks great!

Gotta second the motion!  REALLY fantastic looking effect there @TwinkleToes !


 

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