@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) [AFFIX] <STRING>NAME:UNIQUE_POISON_CLOUD <INTEGER>RANK:0 <INTEGER>MIN_SPAWN_RANGE:0 <INTEGER>MAX_SPAWN_RANGE:999 <FLOAT>DURATION:0 <INTEGER>WEIGHT:0 <INTEGER>SLOTS_OCCUPY:0 [UNITTYPES] <STRING>UNITTYPE:UNIQUE SOCKETABLE <STRING>UNITTYPE:WEAPON [/UNITTYPES] [NOT_UNITTYPES] <STRING>UNITTYPE:WEAPON [/NOT_UNITTYPES] [EFFECT] <STRING>NAME:PoisonCloudProc <STRING>ACTIVATION:PASSIVE <INTEGER>LEVEL:1 <STRING>TYPE:CAST SKILL ON STRIKE <BOOL>SAVE:true <FLOAT>MIN:100 <FLOAT>MAX:100 [/EFFECT] [/AFFIX]
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