My main issue now is how to get some pets to stop making noise every couple of seconds. Ive already set the pets to no sound by removing all the sound files in the unit editor, but that did nothing for some reason. I had to resort to deleting tons of soundbanks to get them to stop barking/growling/etc every couple of seconds.
You need to change *PET*.ANIMATION files.
manually:
[ANIMATION]
<STRING>FILE:attack1.skeleton
<STRING>NAME:Attack1
<FLOAT>DURATION:1
[KEY]
<STRING>NAME:HIT
<FLOAT>FRAME:12
[/KEY]
[KEY]
<STRING>NAME:PLAYSOUND
<FLOAT>FRAME:5.3323
<STRING>SOUND:BULLDOGATTACK
[/KEY]
[/ANIMATION]
or using the Animation Editor
Thanks, that's pretty much what i did for the heal bot, but the animation file didn't include any of that sound data.
The following is healbot.animation :
[ANIMATIONS]
[ANIMATION]
<STRING>FILE:die.skeleton
<STRING>NAME:Die
<FLOAT>DURATION:2.5
[KEY]
<STRING>NAME:SPAWNPARTICLE
<FLOAT>FRAME:7.82337
<STRING>LAYOUT:media\particles\playerskills\engineer\robotsummon\diesmall.layout
<BOOL>PARTICLEATTACHES:false
[/KEY]
[KEY]
<STRING>NAME:HIDEMESH
<FLOAT>FRAME:8.97079
[/KEY]
[/ANIMATION]
[ANIMATION]
<STRING>FILE:fidget1.skeleton
<STRING>NAME:Fidget1
<FLOAT>DURATION:2
[/ANIMATION]
[ANIMATION]
<STRING>FILE:healbot.skeleton
<STRING>NAME:Bind
<FLOAT>DURATION:0
[/ANIMATION]
[ANIMATION]
<STRING>FILE:idle.skeleton
<STRING>NAME:Idle
<FLOAT>DURATION:2
[/ANIMATION]
[ANIMATION]
<STRING>FILE:run.skeleton
<STRING>NAME:Run
<FLOAT>DURATION:2
[/ANIMATION]
[/ANIMATIONS]I opened up aura.layout to take a look, but the sound there is referring to the heal soundgroup. Using the console command sounddebug, i figured out that the healbot was set to play the "minimecha" soundbank 100% of the time, that's not mentioned in the particle creator or healbot.animation...would you happen to know where the game stores that info?
Also I figured out some stuff related to item affixes.
-Setting an affix to not spawn on any difficulty will cause items to spawn with empty affixes instead of re-rolling for another affix.
-If an item has ANY static affixes (like uniques), the game will NOT roll for additional affixes even if there are spare affix slots left.
-Socketable affixes that are set to unit type : socketable only without any corresponding armor/trinket/weapon affixes seem to cause the socketable to spawn with empty affixes.
I edited the affix wiki article to make a couple of changes but i'm not sure how the stat modifier is true thing works.
From what I can tell, if stat modifier is true (assuming using effect level as the stat), the formulae is base value + (base value * effect level * stat percent), is that correct? The formulae on the official wiki is very confusing and poorly worded.
I'm confused as to why there appears to be no way to have a skill that starts at, for example, 25% bonus for the first level then +2% per level without making 15 different affixes for the skill. Using the mastery graph doesn't appear to work if you want the skill to scale non-linearly. I tried playing around with using effect level and stat modifier percent, but it keeps giving me very weird values.
E.G. I put base value as 23%, set stat percent to 200, and stat modifier percent to true. I thought this would do 23% + (effect level * stat percent), so i would get 25% at the first level, and 27% at the 2nd level. Instead it gave me 69% which seems to be 23% + (23% * 200% * 1) for the first level.
Affix duration is also confusing. According to this site's wiki, putting a duration of 0 and using "affix duration" would cause the game to do, for example, 100 damage per second for [affix duration] seconds. I thought this meant "duration" in the "affix edtior", but that doesn't appear to be working...i set the affix duration to 3 seconds and the EFFECT duration to 0 seconds, but ingame it just shows me "X damage" instead of "X * 3 damage over 3 seconds". Trying to set duration to 3 seconds in the skill does nothing....what is going on?