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Author Topic: Skills on weapons  (Read 16541 times)

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Re: Skills on weapons
« Reply #75 on: »
@F430 TL2 unfortunately wasn't very creative in it's terminology and left the explanation very vague. The Embers run on an Energy source sometimes referred to as Magic, Corruption, Blight, Essence, Heart, Life, Darkness, Light, Power, Binding, Rage, Wrath, Illness... so it's basically sourced from external emotions, health, physics or intentions boiled down into a liquefied form and then called whatever the various different tribal nations of the world wanted to name it.

Hence Embers are merely a vessel like your potions. They are not the actual source of power that courses within and therefore must be recharged by a source of this power that no one in this world seems to have completely understood.
« Last Edit: September 26, 2018, 02:31:47 pm by steffire3 »
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills on weapons
« Reply #76 on: »
@steffire3 in that case, Imma go with "Charge Booster" and make up some loosely fitting description.

@Phanjam can potions even use affixes? From what I saw, they only have prefab effects and nothing else. No skills, affixes etc.
And you might want to explain the zerker charge thing, since the only thing I remember about it is that every hit crits when the charge bar is full. I haven't played that class in absolute ages.

Another question: is it possible for items with identical display names to never spawn despite their internal names being completely different and not even being in the same unittype?

Re: Skills on weapons
« Reply #77 on: »
Quote from: F430
can potions even use affixes? From what I saw, they only have prefab effects and nothing else. No skills, affixes etc.
ye i checked and no AFFIXES :o i havent tried but i see no technical reason why using an AFFIX instead wouldnt work (its just a different way to pack-up EFFECTs anyways).

Quote from: F430
And you might want to explain the zerker charge thing, since the only thing I remember about it is that every hit crits when the charge bar is full. I haven't played that class in absolute ages.
Ye i just looked thru its files and... its a bad example! :D will see if i can find a better one, but meanwhile maybe this thread might help...
http://torchmodders.com/forums/modding-questions/(tl2)-wtfh-is-the-charge-bar/msg8828/#msg8828

Quote from: F430
is it possible for items with identical display names to never spawn despite their internal names being completely different and not even being in the same unittype?
anything's possible, but if the GUID and <STRING>NAME: vaues are different, just having the same display name shouldnt be a cause for the item/s to not spawn.  Have you checked your spawnclass settings for those items?


Re: Skills on weapons
« Reply #78 on: »
@Phanjam I don't think I'll bother with affixes this time around. I'll just give it a global effect and leave it at that. Already done that for the testing phase and it works fine. Though it's quite amusing since zerker with maxed charge can just sprint through everything and the countdown doesn't start until you hit an enemy.

As for the items failing to spawn, I've checked GUIDs and names, and there are no overlaps, item codes don't look unusual either.
The only thing I can think of is some of the items don't have in-game descriptions, but that doesn't stop the game from spawning items like lucky coin etc.
Also, they don't belong to a spawn class because I always try to make my mods as simple and compatible with everything as possible; I just stick things in an existing unittype, which is UNIQUE SOCKETABLE for the ones I haven't seen drop yet, and hope for the best.
I'm starting to think the vanilla game is just really stingy with spawning socketables in general, for whatever reason. Then again spawnclass system is a mess anyway...

In synergies, I had stockpiles of socketables, then I stopped using the mod and suddenly the drop rates went down massively. On the other hand, I barely had any legendaries from playing synergies, but in vanilla they seem a lot more common.
Oh well.......

Edit: 2 more questions, random ones: if I install a mod that changes skill tier requirement graphs [graph offsets controlling skill and skill level unlocks], will that cause it to bind to save?
And secondly - is it intentional for the game to randomly assign more affixes for items which already had their "affixes" set up via Effects tab in GUTS?
« Last Edit: September 28, 2018, 06:58:02 am by F430 »

Re: Skills on weapons
« Reply #79 on: »
On the question of Skill Level Unlock Graphs Binding:

I have yet to see or read of a mod that Binds with that kind of edit.

It would have to change the Skill's content in order for it to Bind to the Save.
At this point after playing Torchlight 2 for 8 years original and modded... ignorant of mods and now wise with compatibility... the one thing I value the most-

-is being able to have "support" from the author of any mod.

I think the only advice I can give is that you don't burn yourself out. ^_^

Re: Skills on weapons
« Reply #80 on: »
Whoop dee doo, the skill mallarkey continues.

Tried skill-to-proc'ing Emberquake for a weapon and it does the exact same thing that Poison Cloud did when I last tried converting it into a proc, which wasn't even needed to begin with, but no matter.

Here's the code:
Spoiler (hover to show)

As you can see, I've tried all sorts of bools that kinda make sense to limit the skill, like damage shapes hit once, can proc from skills, attaches, can clone, etc.
It's basically a cascade/chain reaction, the skill casts ITSELF from enemies that get hit with it and I don't know how to prevent it.

Any help will be greatly appreciated, since my ineptitude with this will only delay the already announced patch :\

Re: Skills on weapons
« Reply #81 on: »
Hey @F430 this procs off a weapon hit? So is it built in to the weapon via an AFFIX or an EFFECT? Can we see that code pls?


Re: Skills on weapons
« Reply #82 on: »
@Phanjam I somehow got it working, possibly with "placeontarget:1", which is what every wand chaos proc does, though I have no clue why it makes such a massive difference.
And it's integrated via effect tab;
Code: [Select]
[EFFECT]
<STRING>NAME:EEC_Emberquake_Proc
<STRING>ACTIVATION:PASSIVE
<INTEGER>LEVEL:1
<STRING>TYPE:CAST SKILL
<STRING>DAMAGE_TYPE:ALL
<BOOL>SAVE:false
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:25
<FLOAT>MAX:25
[/EFFECT]
Tried various effect type entries, like cast skill from target, cast skill on melee strike, etc. Some made it not proc at all, others made it proc erratically, eg. it was cast a few times, then never again. One even made the display card call it by its internal name rather than what's under "displayname". Sheesh.

TL;DR it works but I'm still unsure how, not that I'm complaining.
Updated and working proc code in case anyone ever wanted to use it:
Spoiler (hover to show)

Re: Skills on weapons
« Reply #83 on: »
Glad its working!

As for what was going on previously, maybe because there was no TARGET and/or TARGET_TYPE defined in the opening lines of the skill (and PLACE ON TARGET addressed that maybe)? But im just reaching with that :P


Re: Skills on weapons
« Reply #84 on: »
Or it could be CAST SKILL under effect type, or exclusive:true, I honestly can't say at this point.
Another thing is that about half the strings/bools look redundant on first glance and have no clear indication of their importance, making the whole thing even more difficult, ie. "attaches", "follows", "attach effects", "always attach effects", etc etc, it's all really confusing still.

However, there's one skill I've been curious about for a while but found nothing to lead me to how it works - hovering.
Roach enemies use it, same for Cacklespit and Manticore. I was wondering if it's possible to somehow implement it as a player skill from a consumable.
Could add something interesting to the game but I don't know if it would like the player character doing that.
Rough idea would be to have a rare consumable in the form a potion that makes you hover up in the air for a second or so, then teleports you away from danger, or....into more danger! A sort of an evasive measure with a hint of gamble.
A plain old "TELEPORT RANDOM" effect type is all nice but hovering would make it look really fancy and well-made :v

Re: Skills on weapons
« Reply #85 on: »
My guess is that hovering is a combination of an animation made specifically for those models and a skill which makes the monster take no damage when it occurs.

Re: Skills on weapons
« Reply #86 on: »
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)

And activation effect:
Code: [Select]
[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...

Re: Skills on weapons
« Reply #87 on: »
Hi F430! On my phone so havent tested but id try
1. Remove SKILL TYPE (should work without such)
2. Remove USEWEAPONANIMATION (proc skills cant use anims)
3. Remove PROC FROM SKILL:0 (should work without such and, if u think about it, u are asking it to proc from the missile skill)
4. Remove REQUIRES TARGET or else it wont cast unless there IS a target in range. Also it sounded like u want it to cast in any case.
5. Remove the EVENT_START block that has the warmup.layout. that was meant to be used for/attached to the char. Could be adding "interference" in the proccing.

Will check back.


Re: Skills on weapons
« Reply #88 on: »
Alright, everything was the way I pasted it, then I applied your changes and the skill doesn't activate and this time EffectType [ON STRIKE/ON STRIKE FROM TARGET/etc] doesn't matter at all.

Re: Skills on weapons
« Reply #89 on: »
okay, can i see the missile skill code too pls?


 

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