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Author Topic: Skills on weapons  (Read 16550 times)

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Re: Skills on weapons
« Reply #45 on: »
@F430 : This is good!  :)

If the Poison Cloud doesn't work in the end there is another proc weapon skill called "Summon Spore on hit".
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 #46 on: »
@steffire3 now that I think about it, spore might be a better idea. If poison cloud procs several times in a row, it could create a really overpowered wall of death, mainly because the damage seems to stack.
Also, here's a screencap of the pistol names. Let me know whether you're ok with them or if you'd prefer them changed.

Re: Skills on weapons
« Reply #47 on: »
@F430 : I really like the names! It also fits the themes of the other Pistols in game.

There is also "Summon Shadowling on hit" if Spore proves difficult to implement.

I favor where this is going. It's shaping into a very nice CQC Pistol mod!  :)
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 #48 on: »
About the looping animation - sorry my bad for not reading properly!

...I've done something to the skill that makes it proc on everything and everyone - enemies, smashables, you name it. And it seems to proc every single time it inflicts damage, making the game a lagfest.

The proc skills are almost identical... perhaps how youre triggering the proc is more important? - is it a CAST ON STRIKE affix on the weapon?


Re: Skills on weapons
« Reply #49 on: »
@steffire3 Glad you like it. Basically, all the weapons are implemented, they just need affixes.
As for poison spore, I recall it's an unused wand chaos passive, so it's already implemented as a proc in vanilla game. It would only be a matter of using an effect and adjusting chance.

@Phanjam this is a weird one, imo. The skill itself seems simple enough to just work. It's got only one level, not difficult to reverse into a proc.
And yes, whenever I test affixes, I set them to activate on strike with 100% chance to make sure they actually work.
Here's the affix code:
Spoiler (hover to show)

Now, it's most likely down to some specific string/bool in the skill itself. Only thing I can think are flags like ATTACHES/EXCLUSIVE/CAN_CLONE, or something along the lines, I'm not really sure.
There are no EVENT_TRIGGER entries, just a single EVENT_START bracket. The former is what stopped the Raze proc from working. But for the poison cloud? Not a clue why the skill works and weapon damage doesn't. It's the exact same problem as Raze, except the original reason for the issue doesn't seem to be there at all.
Long story short: I'm at a loss here.

And before I forget: I know affixes can contain more than one effect, but can those effects be of completely different types? Eg. chance to stun via transfer, chance to proc something, chance to break shields etc, all under one affix?

_______________________________________
I got all affixes and data implemented, and compound effects work just fine, meaning I can stuff as many effects under one affix as I want.

@steffire3 update is pretty much ready to "ship", I'd just need to make screencaps of the items and photoshop them into one picture for workshop views.
Also, I wasn't sure if your specific affixes like "-40 armour per hit" or "20 HP stolen" would work, but former was a matter of disabling graphs and inputting exact value, latter was just a simple "value at graph level" percentage.
All in all, it seems to be working
« Last Edit: August 21, 2018, 09:28:04 am by F430 »

Re: Skills on weapons
« Reply #50 on: »
@F430 : Congrats on the progress!

I am very happy to hear this will be released as an individual mod.

Do you think this could also be added to the Ruination mod @Viz  ? There is a plan rising among the Torch Modders to make ultimate mod packs for certain topics such as a mod that contains all unique functioning and edited Weapons.
« Last Edit: August 21, 2018, 03:16:11 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 #51 on: »
@steffire3 the original idea was to release it as another addtion to EEC, not as a standalone mod. If you want it as such, then that's fine by me, but it's still going into the main mod, alongside other weapons that I've got planned as future updates.
And if Viz wants to include it in an existing mod compilation, then he's free to do so.

Re: Skills on weapons
« Reply #52 on: »
@F430  That's good. I agree it makes more sense to pack it with other weapons in one mod. Which reminds me... @Korzeam may release a TL2 themed Sniper Rifle mod soon which was edited from Xer's version.

Having a mod that will contain all the special modded weapons is quite a gift for the entire community especially to save space on the load order.  :)
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 #53 on: »
@steffire3 no rush, I can hold off on releasing the whole thing until you and/or others decide how they want to go about it, if they want it included in other packs, turned into standalone and whatnot.

Re: Skills on weapons
« Reply #54 on: »
@steffire3 no rush, I can hold off on releasing the whole thing until you and/or others decide how they want to go about it, if they want it included in other packs, turned into standalone and whatnot.


@F430 Viz has informed me that he will not be releasing any new mods anytime soon.

My request would be to release the Auto Pistol mod as a standalone and also include it into your mod as well.
Korzeam is going to release the TL2 themed Sniper Rifles as a standalone and the Ruination mod is already available on RG Fansite.

That way whoever wants to merge these weapon mods into one "Variant Weapon Pack" will be free to do so.
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 #55 on: »
@steffire3 understood, I'll release it once I'm done fixing a few things.

@Phanjam few questions regarding affixes. I've finally fixed the railgun missile. It can no longer be blocked or reflected, which is what I was going for from the start.
I managed to do it via affixes, however they make the item card look a bit messy:


As you can see, block is listed twice, this is due to "percent block chance" and "percent block chance base" effect types being used simultaneously.
Any idea if just one of those would be enough, or should both of them be present?
If both are required, is there a way to hide them from the item card without removing them?

Re: Skills on weapons
« Reply #56 on: »
Hi @F430

I have an idea for a new weapon:

Is it possible to make weapons that can develop with players?

Strong or weak of a weapon depends on the level of the player. Besides that when the player reaches a certain level, the weapon will get certain abilities. :)

Re: Skills on weapons
« Reply #57 on: »
@Sch123 probably with some use of statwatchers that can dynamically change weapon properties like damage, assuming that's possible. But I wouldn't really know, since I'm mainly dealing with simple weapons and affixes, not something that relies on complex logic and the likes.

In other news, GUTS did the absolute worst thing imaginable - affixes that negate missile reflection and block chance suddenly stopped working after I launched the program today.
I am 100% sure things were working yesterday during testing phases. Afterwards, I launched the editor again, and as if by some magic the affix I fixed yesterday no longer take effect, despite being listed on the item card.
To my knowledge, no files were changed whatsoever, I didn't edit anything in any way and the editor just decided to stop using the changes I've made.

For the last 3 hours I've been cracking my head trying to redo/copypaste/fix/etc everything that I've done yesterday, tried backtracking with exact names, effects, percentages, unitthemes etc, anything I could think of that could be relevant to making everything work again.
Even purged the "cache" by exiting the editor and deleting .BINDATs of all relevant files, including the one belonging to the item in question. To no avail...

I'm stuck, dumbfounded and really annoyed by this.

Re: Skills on weapons
« Reply #58 on: »
@Sch123 probably with some use of statwatchers that can dynamically change weapon properties like damage, assuming that's possible.
It is very possible to use statwatchers to unlock certain parts of the weapon skill, depending on the specific stat of the user.
As seen with my mushato / musha weapons

Re: Skills on weapons
« Reply #59 on: »
@steffire3 long story short: some things happened, and now a few things are broken. I'll release the pistols asap, both as an EEC update and standalone, as per your request.

As for others: any further requests and ideas are welcome but their implementation will be put on hold until further notice, as well as remaining subject to my ability to pull them off in the first place.

 

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