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Author Topic: Skills on weapons  (Read 16567 times)

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Re: Skills on weapons
« Reply #90 on: »
Okay i got it working, but i used this inside the missile skill...

Code: [Select]
[LEVEL1]
[EVENT_TRIGGER]
<STRING>FILE:media/skills/alchemist/emberfireball/emberfireball.layout
[/EVENT_TRIGGER]
[EVENT_UNITHIT]
<BOOL>CASTFROMTARGET:true
[EXECUTE_SKILL]
<STRING>SKILL:EEC_Shockbolt_Proc
[/EXECUTE_SKILL]
[/EVENT_UNITHIT]
[/LEVEL1]

... directly referencing the proc skill with an EXECUTE_SKILL block.

Oh and i just simplified the proc skill itslef somewhat...

Code: [Select]
[SKILL]
<STRING>NAME:EEC_Shockbolt_Proc
<TRANSLATE>DISPLAYNAME:Shockbolt Salvo
<STRING>ACTIVATION_TYPE:PROC
<STRING>TARGET_ALIGNMENT:EVIL
<FLOAT>RANDOMRANGE:0
<FLOAT>RANGE:20
<BOOL>CAN_PROC_FROM_SKILL:1
<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]
[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:CENTER
<BOOL>CAN_CLONE:0
[AFFIXES]
<STRING>AFFIX:SHOCKBOLTSIMMOBILIZE
[/AFFIXES]
[/EVENT_START]
[/LEVEL1]
[/SKILL]
« Last Edit: October 06, 2018, 08:27:34 pm by Phanjam »


Re: Skills on weapons
« Reply #91 on: »
I didn't really get the "missile skill" question since I just used a basic projectile, attached it to a wand and tried to get a proc working upon hitting an enemy, so there were no extra skills involved....although I was considering doing a two-stage skill, one attached to a weapon directly through [SKILL] brackets with fixed cast odds/chance, then a subsequent one firing from [EXECUTE_SKILL] when a condition was met.

Is that what you mean with those two files? Because again, it's a weapon proc, not a character skill.
And I honestly didn't consider EVENT_UNITHIT because I always thought it implies the player character, not enemy, though I was probably wrong and that bracket relies on target alignment for checks on what to apply and where, oh well.

Anywho, thanks for the solution, I'll see if I can integrate this somehow and will post results, probably very soon since it's bound to go wrong at some point.

Edit: just tried using the exact files you provided, after adjusting internals/names etc, but it doesn't work at all, so kinda back to square one with this.

Edit 2: another issue I'm having is if I fire the weapon at point blank range, particles defined under missile's "HIT" section don't play, presumably because the missile doesn't have enough room to spawn. I'm also unsure if there is a way to override them to always play or something along those lines.
Obviously weapon damage still connects as normal and the particle issue is mostly visible on melee enemies.
« Last Edit: October 07, 2018, 09:45:35 am by F430 »

Re: Skills on weapons
« Reply #92 on: »
Hey @F430 sorry there i go again assuming it was for a skill :P

So for an inherent EFFECT on a weapon yes we go back to having an affix that gives the weapon that skill.  I looked at some wands that have this and they use the EFFECT "CAST SKILL ON STRIKE FROM TARGET" (there really should be a comma in there like" cast skill on strike, from target" to make it more intuitive) and apply it with ACTIVATION:PASSIVE and MIN/MAX chance = 100.

The skill itself needs to be revised to be an on-weapon passsive, like change to "ALIGNMENT:GOOD" because of that "FROM TARGET" part, so it will hit units IT is friendly too (EVIL to you).

You can also get rid of "ATTACHTOTARGET" and "DAMAGESHAPES_HIT_ONCE" lines, since they are needed when EXECUTING the skill from the unit hit (an event that is just using the unit as a point to cast itself from) as opposed to the unit itself CASTING the skill.

I hope that helped!

(and couldnt help myself, i revised the mod files to produce the wand with the procand attached them here... ;) )


Re: Skills on weapons
« Reply #93 on: »
Thanks for that @Phanjam looks like it works as intended, but one issue remains: the skill procs off another weapon if I'm using two 1-handed ranged weapons, even if they're completely different ones, eg default starter pistol from outlander preset char [GUTS testing] and the main wand I'm working on.

This will defo sound a bit roundabout but it might be possible to reverse exploding glaive and how it casts a skill on missile impact. I know it would pretty much waste your effort here but at the same time it would also ensure that the proc doesn't fire via another weapon, especially if said weapon is something that isn't even supposed to fire that skill.

So here's a "quick" rundown of what I'm thinking.
Change effect type strapped to the wand to "CAST SKILL", modify base/parent skill to include a layout which spawns wand missiles, have an EVENT_MISSILEDIE bracket that calls 2nd skill which procs the shockbolts, and that should cover it.

Oh yeah and then there's that thing poking my tiny OCD, the whole "no hit particles on point blank strike" zzzzzzz.
But if memory serves, layouts can contain a type of "starting" particle, stuff that shows as soon as the skill is cast.

The above is just "thinking out loud", I'd be happy to see what you reckon because there might be an even easier way, cos the one I'm pondering now is kinda technical, a bit roundabout, but overall not too complicated.

Re: Skills on weapons
« Reply #94 on: »
hey F430!  Hahaha yes i re-tested in GUTS and saw how it procs from a pistol! :D

My first reaction was to try putting REQUIREMENT_LEFT:WAND / _RIGHT:WAND on the proc skill, but of course that didn't work :P

It really is quite a brainbuster - I am challenged and will experiment some more ;) I'm quite sure its doable; i just hope it doesnt end up being a gordian knot of a solution!


Re: Skills on weapons
« Reply #95 on: »
Good grief, tell me about it...

I also realised that my proposed solution will be a mess too, since I completely forgot that 100% cast chance is ONLY during testing to make sure the procs work, while it would normally be 12-16% in release version, since I normally base odds on DPS and weapon speed etc.

But yeah, I was thinking about attaching a skill, like rifles and cannons do to all the weapons.
Said skill spawns the missile, and the detonation particles on impact would spawn via EXECUTE_SKILL, but that creates an issue because it would need another skill that has a chance to proc shockbolts.

And here's where the fun begins: how do we link a missile spawner from the parent weapon skill and tell it to ALWAYS spawn the missile, BUT also give the missile a 16% chance to proc shockbolts???

If that can be figured out, then we are golden and I do appreciate your interest and will to experiment with this weird creation.
I was thinking about 2 EXECUTE_SKILL brackets, one calling the missile spawner with 100% chance, while the shockbolt proc would have its own cast chance INSIDE the skill file. Do you think that would work or would EXECUTE_SKILL just override that?

Re: Skills on weapons
« Reply #96 on: »
I tried the idea of building a unit spawner into the DIE/HIT particle of the missile - it will not take :(

I changed the proc to spawn a dummy/invisible unit which would then cast the shock bolt skill. But, just like the original proc, the dummy would spawn even from a pistol hit :(

I guess for as long as the player is holding the weapon which gives him the CAST ON STRIKE... proc, it will then proc on any strike. To take the proc away u need to take the weapon away - catch 22!

Not ideal, but if u limit this proc to staves (2-handed) it will at least eliminate strikes from any other weapon.


Re: Skills on weapons
« Reply #97 on: »
Hiya @Phanjam finally got a few days off so decided to give this a proper go.

I got good news and bad news: good news is using the missile/impact FX spawner works fine for now; haven't tried making it cast shockbolts just yet, only just about getting the hang of advanced layout use.

Bad news is... the missile "skill" fires about 20 times per second as long as the target is highlit. Yes, 20 times per second with no player input.
How do I remedy this?

Here's the "parent" skill code. By parent I mean it's attached directly to the item via Skills tab, not via Effects or Affix list.
Spoiler (hover to show)

Also, it would appear the missile itself fires from character's feet rather than wand. Any ideas as to which file controls this?
Is it down to the spawner or can skill controller modify firing offset/position?
« Last Edit: October 12, 2018, 05:18:20 am by F430 »

Re: Skills on weapons
« Reply #98 on: »
the missile/impact FX spawner works fine for now; haven't tried making it cast shockbolts just yet, only just about getting the hang of advanced layout use.
This is a replacement to the standard missile declared for a wand? Thats innovative!
Quote
Bad news is... the missile "skill" fires about 20 times per second as long as the target is highlit. Yes, 20 times per second with no player input.
How do I remedy this?
Just highlit? Not even clicked on? A quick remedy i can think to try is give it a cooldown. But something else is the root cause.
Quote
Here's the "parent" skill code. By parent I mean it's attached directly to the item via Skills tab, not via Effects or Affix list.
Spoiler (hover to show)
Like i said, SO innovative! So the wand unit .DAT uses a [SKILL][/SKILL] block to house this skill? I have a hunch this setup has something to do with that continuous firing thing tho.
Quote
Also, it would appear the missile itself fires from character's feet rather than wand. Any ideas as to which file controls this?
Is it down to the spawner or can skill controller modify firing offset/position?
Yes thats controlled inside the missile spawner. I believe theyre PositionX, Y and Z settings in the missile .layout


Re: Skills on weapons
« Reply #99 on: »
Yep, that's a complete replacement for missile, as spawned with skill layouts.
To be fair, all I've done was retracing RNF's TL1 rifles which attach base skill to items, with said skill having a .layout which spawns units.

And well, I might have been exagerrating with 20, it's more like 5-6 or so, but the wand seems to continue firing without player input, OR as long as target is highlit after being clicked on once, not entirely sure as I didn't catch the exact timing.
If memory serves, his rifle skill entries don't have a cooldown either, so it might be something in missile spawner .layout, I'll have a look later on, in the meantime, I can paste a couple codes.

Unit data:
Spoiler (hover to show)

Missile spawner:
Spoiler (hover to show)

Alternatively, I can copy entire mod folder, isolate the files I'm working on and then pack and attach for your consideration if you'd like.
As you've noticed from parent skill, I moved every skill/layout file to "media/skills/weapon" dir, might do the same for other skills in next update; seems a lot easier to work skills from a single folder as long as names are really obvious and verbose.
Also, if the whole shockbolt deal doesn't work, and chances are that might be the case, there's a fallback I have in mind, but more on that later.

Edit: I've done some more testing and....I still don't know how to make it fire once, or make it fire from the weapon rather than character bone.
At least this time I know what the skills is doing. It's firing new missile as soon as old missile registers a hit, but I still have no clue how to make it fire manually.
Tried different strings/bools/etc like duration override, cooldown, execute skill count, cloning set to 1, that sort of thing.
At this stage I'm curious if the skill loops between _START and _MISSILEDIE because there is no EVENT_END, but TL1 rifle skill only has EVENT_START and works just fine.
I've done a side-by-side comparison between TL1 rifles' skill, unit spawner and timeline properties; no changes, still reactivates the moment an existing missile hits target.

Edit 2: something weird just happened with GUTS. I restarted it to make sure skill edits take effect, and now it insists on using default FIREWAND missile no matter what. It makes all edits and the attached skill completely useless. I keep manually deleting the missile entry but it keeps coming back.
Other than creating new basefiles that omit MISSILE entries, I have no clue what to do.

Edit 3: tried the new basefile route, made sure everything is identical to vanilla basefiles barring missile entries and GUIDs. Still no dice, skill won't fire.
I'm attaching the archive for the wand, its associated particles, skills, missiles, anything related to the item itself.
Perhaps you can shed some light on why it doesn't work or maybe why GUTS suddenly decided to start breaking things.
« Last Edit: October 13, 2018, 07:08:51 am by F430 »

Re: Skills on weapons
« Reply #100 on: »
oh hey @F430 i posted elsewhere that im taking an indefinite break from modding, so i'm sorry but i wont be able to help you out directly with test edits and such.  I'll still be around, so tips and advice I can still offer ;)


Re: Skills on weapons
« Reply #101 on: »
Funny you should say that @Phanjam


I've already learned to have at least 2-3 fallback ideas when dealing with the editor.
Anywho, gonna work on final class-themed weapon soon, a shotgun for outlander that spawns netherling brute on kill, 5% chance or so.
Already analysed wand chaos shadow bat proc for basic skill-to-proc conversion template, as well as main skill data for the shadowling brute.

The only advice I can ask from you, since you're awol from modding - what sort of affixes/data I can ditch from the skill and affixes it adds, which bits of info I can integrate into summon's main data file: health? Armour? Damage ranges and/or graph use?

Also, should I make it, a) timer-based and invulnerable BUT relatively weak? -or- b) isn't bound by timers and can be killed, BUT would also be kinda powerful ?

Other ideas for balancing would be appreciated, not direct help, just general tips etc, since I'm already torn after playtesting gauss wand, since it turned out....possibly more OP than vanilla prismatic bolt with maxxed focus :v
Maybe not as badly, but it's still a meat grinder in the dungeons, though that kinda is the point of all 4 class-inspired guns.

Re: Skills on weapons
« Reply #102 on: »
Quote from: F430
...what sort of affixes/data I can ditch from the skill and affixes it adds, which bits of info I can integrate into summon's main data file: health? Armour? Damage ranges and/or graph use?
I usually decide from wanting to keep the code in the skill as simple as possible, so yes i move any unit-defining stuff into the unit .DAT.  Always makes me nervous having affixes give a unit its characteristics! ???

There are however instances when that might be useful; like if you want the skill to summon a unit that gets stronger over several levels of the skill. You could have just one base unit and then an affix to buff it per-level.

Quote from: F430
Also, should I make it,
a) timer-based and invulnerable BUT relatively weak?
 -or-
b) isn't bound by timers and can be killed, BUT would also be kinda powerful ?
Again in the interest of simplicity I'd just make it invincibe and put it on a timer. SO much more predictable for designing what impact the skill will have during combat!

The only exception I can see atm would be summons for a "summoner class" type of character; you might want those to actually stick around.


Re: Skills on weapons
« Reply #103 on: »
oh hey @F430 i hope u dont mind but i plugged your EEC mod on both the Runic Games and Trochmodders discord servers  ;D


Re: Skills on weapons
« Reply #104 on: »
Firstly, no @Phanjam I don't mind extra press at all, be my guest if you want to plug the mod somewhere.
Secondly, there will be no skill levels, though I worded half of that post wrong, whelp.

This would be item #4 from the class-themed weapons; I already got a claw, wand, hammer, and this rifle is the last thing to be released.
I'll deliberate timed+godmode VS killable+stronk, but from a random piece of testing I've done that wasn't even related to this item, the brute basically dies in 3 hits against basic melee bandit enemies, which is a bit of a letdown, so...... I'm pondering making it stronger, a lot stronger, give it boss/champ resists? Perhaps a couple extra basic skills? Though I would probably need to do a lot of debugging, like health/damage graph use etc. That sorta technical thing to make sure it's useful.

It's all up in the air for now and any suggestions are welcome.

Oh and before I forget, I know it's possible to make and intergrate skills into weapons, give them missile spawners yadda yadda, BUT is it possible to make said missile spawners create them all in one go and in a 3D cone rather than a horizontal line?

 

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