Aaaaaand here we go again, with the main theme of skill conversion. I'll forget the hovering thing, since if Aherin's heads-up is any indication, it's not really meant to be used by player characters.
Anywho, currently working on a weapon that procs shockbolts and the whole thing is rather erratic.
If it "works", the skill visibly casts before the projectile hits its target, otherwise it doesn't cast at all, or does so ahead of the target, somewhere along the projectile's predicted flight path.
Here's the skill code:
Spoiler (hover to show) [SKILL] <STRING>NAME:EEC_Shockbolt_Proc <STRING>SKILL_TYPE:OFFENSIVE <TRANSLATE>DISPLAYNAME:Shockbolt Salvo <STRING>SKILL_ICON:skillicon_shockbolts <STRING>SKILL_ICON_INACTIVE:skillicon_shockbolts_gray <STRING>ACTIVATION_TYPE:NORMAL <STRING>TARGET_ALIGNMENT:EVIL <BOOL>USEWEAPONANIMATION:1 <FLOAT>RANDOMRANGE:0 <FLOAT>RANGE:20 <BOOL>REQUIRES_TARGET:1 <BOOL>CAN_PROC_FROM_SKILL:0 <FLOAT>SPEED:1.3 <BOOL>IGNORES_CAST_SPEED:1 <INTEGER>COOLDOWNMS:50 <FLOAT>TURNRATEOVERRIDE:-1 <BOOL>HIDDEN:1 <BOOL>SHOW_IN_BUFFLIST:0 <BOOL>CAN_BE_SILENCED:0 <INTEGER>MAX_INVEST_LEVEL:1 <INTEGER64>UNIQUE_GUID:-4260178037413194914 [LEVEL1] <FLOAT>RANDOMRANGE:0 [EVENT_START] <STRING>FILE:media/skills/arbiter/shockbolt/warmup.layout <BOOL>APPLYEFFECTS:1 <BOOL>CAN_CLONE:0 [/EVENT_START] [EVENT_START] <STRING>FILE:media/skills/arbiter/shockbolt/shockbolt3.layout <FLOAT>WEAPONDAMAGEPCT:35 <FLOAT>SOAKSCALEPCT:60 <FLOAT>CHARGESCALEPCT:0 <STRING>DAMAGE_TYPE:ELECTRIC <BOOL>USEDPS:1 <BOOL>ATTACHTOTARGET:1 <BOOL>DAMAGESHAPES_HIT_ONCE:1 <STRING>FIREFROMBONE:MISSILE <BOOL>CAN_CLONE:0 [AFFIXES] <STRING>AFFIX:SHOCKBOLTSIMMOBILIZE [/AFFIXES] [/EVENT_START] [/LEVEL1] [/SKILL]
And activation effect:
[EFFECT] <STRING>NAME:EEC_Shockbolt_Proc <STRING>ACTIVATION:PASSIVE <INTEGER>LEVEL:1 <STRING>TYPE:CAST SKILL FROM TARGET <BOOL>SAVE:false <BOOL>EXCLUSIVE:true <FLOAT>MIN:100 <FLOAT>MAX:100 [/EFFECT]The current setting, "CAST SKILL FROM TARGET", breaks it completely; it won't cast at all. Also note that I've tried quite a few combinations of EVENT_ brackets like MISSILEHIT, MISSILEDIE, START, END, and fire from/at bone as well.
As for what I'm actually trying to accomplish here: I want the skill to proc when the missile hits an enemy. It either does so before it hits a target, or procs some distance behind it. The skill also casts from the other weapon, not just the one which holds the proc.
So yeah, I'm kinda stumped here, since this is probably more technical than I can muster for the time being, and any pointers or tips would be appreciated.
And lastly, this skill has FOUR target/target type checks, yet still casts from nothing with CAST SKILL type, doesn't cast at all with CAST SKILL FROM TARGET, even if there is one...