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Author Topic: Variant Classes Mod Information  (Read 82169 times)

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Re: Variant Classes
« Reply #60 on: »
Please download the archived file that contains linked to (the new) resource version of the mentioned above classes.
Ah yes I got it now, thanks! Seems like a small typos makes a lot of difference.   :-[

Re: Variant Classes
« Reply #61 on: »
Hey don't be sad, I'm happy to know that I've actually helped you and not just be able to upload for you. :)

Let me know, if you have other troubles. :)

Re: Variant Classes
« Reply #62 on: »
Ah yes I got it now, thanks! Seems like a small typos makes a lot of difference.   :-[
Yes typo errors in pointing to mesh files and textures ALWAYS screws me up :D


Re: Variant Classes
« Reply #63 on: »
@doudley Well.. I could definitely use some help in getting rid of the unknown tags.  :P

Do me a favor and check these .dat.

media/triggerables/assassin_rigged.dat
media/affixes/skills/dread_pirate_dodge_shield.dat

I really couldn't figure what are those missing tags. There's a few more in units/monster but those aren't really important imo.
« Last Edit: April 25, 2017, 08:01:21 am by Viz »

Re: Variant Classes
« Reply #64 on: »
media/triggerables/assassin_rigged.dat
media/affixes/skills/dread_pirate_dodge_shield.dat

I really couldn't figure what are those missing tags. There's a few more in units/monster but those aren't really important imo.
In the affix dread_pirate_dodge_shield, the unidentified tag is most probably is <BOOL>SAVE:TRUE

The assassin_rigged triggerable action should looked like this:
Spoiler (hover to show)

There are no "Kill" blocks in triggerable actions but there are "Watch specific units" block, although those only works for STAT game event types.

Re: Variant Classes
« Reply #65 on: »
The assassin_rigged triggerable action should looked like this:

Spoiler (hover to show)

There are no "Kill" blocks in triggerable actions but there are "Watch specific units" block, although those only works for STAT game event types.

Originally the .dat file looked like this when extracted by GUTS
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:false
<BOOL>SAVES:false
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[3593608322]
<STRING>UNIT:FLAMING SWORD
<STRING>UNIT:NETHER IMP SUMMON
<STRING>UNIT:NETHER IMP SUMMON 2
<STRING>UNIT:NETHER IMP SUMMON 3
<STRING>UNIT:NETHER IMP SUMMON 4
<STRING>UNIT:NETHER IMP SUMMON 5
<STRING>UNIT:SKELETAL ARCHER SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL2
<STRING>UNIT:SKELETON WARRIOR SKILL3
<STRING>UNIT:SKELETON WARRIOR SKILL4
<STRING>UNIT:SKELETON WARRIOR SKILL5
<STRING>UNIT:SKELETON WARRIOR SKILL6
<STRING>UNIT:SKELETON_BLOOD_SKILL
<STRING>UNIT:ZOMBIE PET
<STRING>UNIT:ZOMBIE PET BLOOD
<STRING>UNIT:ZOMBIE PET2
<STRING>UNIT:ZOMBIE PET3
<STRING>UNIT:ZOMBIE PET4
<STRING>UNIT:ZOMBIE PET5
<STRING>UNIT:ZOMBIE PET6
[/3593608322]
[/TRIGGERABLEACTION]


I just assume its KILL due to how the skill described. So.. do I just delete every lines after TRIGGERSKILLS? (bar TRIGGERABLEACTION)
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:ASSASSIN_RIGGED
<TRANSLATE>DESCRIPTION:Rigged to Blow
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:PET
<STRING>SUBTYPE:GOTHIT
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:0
<BOOL>USEOWNERLEVEL:FALSE
<BOOL>SAVES:FALSE
[TRIGGERSKILL]
<STRING>SKILL:ASSASSIN_RIGGED_TO_BLOW_PROC
[/TRIGGERSKILL]
[KILL]
<STRING>UNIT:FLAMING SWORD
<STRING>UNIT:NETHER IMP SUMMON
<STRING>UNIT:NETHER IMP SUMMON 2
<STRING>UNIT:NETHER IMP SUMMON 3
<STRING>UNIT:NETHER IMP SUMMON 4
<STRING>UNIT:NETHER IMP SUMMON 5
<STRING>UNIT:SKELETAL ARCHER SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL
<STRING>UNIT:SKELETON WARRIOR SKILL2
<STRING>UNIT:SKELETON WARRIOR SKILL3
<STRING>UNIT:SKELETON WARRIOR SKILL4
<STRING>UNIT:SKELETON WARRIOR SKILL5
<STRING>UNIT:SKELETON WARRIOR SKILL6
<STRING>UNIT:SKELETON_BLOOD_SKILL
<STRING>UNIT:ZOMBIE PET
<STRING>UNIT:ZOMBIE PET BLOOD
<STRING>UNIT:ZOMBIE PET2
<STRING>UNIT:ZOMBIE PET3
<STRING>UNIT:ZOMBIE PET4
<STRING>UNIT:ZOMBIE PET5
<STRING>UNIT:ZOMBIE PET6
[/KILL]
[/TRIGGERABLEACTION]
« Last Edit: April 25, 2017, 10:06:49 am by Viz »

Re: Variant Classes
« Reply #66 on: »
That's definitely [WATCH_SPECIFIC_UNITS]...[/WATCH_SPECIFIC_UNITS]

But like I mentioned in my previous comment, this type of block only works for STAT game event types. If you want a certain skill to target specific units then the list of units should be inserted inside the skill .DAT.

EDIT:
Haette just gave permission! ;D

EDIT2:
Please replace the STATS and UNITTYPES folders with the ones inside my attachment file.

Also, I removed the custom made CHARACTER BLOCK CHANCE stat, it causes the game to crash with my human companion mod. If this particular stat is used by any of the class skills, please let me know.

Modder's note: Stat data are read by their string "name" and only one of the same name can be used by the game. And another thing, some static stats should not be made into dynamic stats, specially if you don't know the actual properties of these stats. Manipulating these properties can cause the game to crash.
« Last Edit: April 25, 2017, 10:13:14 pm by doudley »

Re: Variant Classes
« Reply #67 on: »
Character block chance stats is used by PlagueLord. So, what do I do?

Re: Variant Classes
« Reply #68 on: »
Character block chance stats is used by PlagueLord. So, what do I do?
Which skill(s)?

Re: Variant Classes
« Reply #69 on: »
media/skills/plaguelord/passives/debuffer/debuffer.dat
media/skills/plaguelord/passives/tyrant shell/tyrantshell_proc.dat

Re: Variant Classes
« Reply #70 on: »
media/skills/plaguelord/passives/debuffer/debuffer.dat
media/skills/plaguelord/passives/tyrant shell/tyrantshell_proc.dat
Wait, I'll create a workaround for this. The stat is used to only know if the character is using a shield or not.

Re: Variant Classes
« Reply #71 on: »
Ok, so now Plaguelord's skills are using the stat SHIELD ARMOR instead of CHARACTER BLOCK CHANCE.

Same idea, equipping a shield adds an armor on to the character then the skills would know that there is a shield equipped.

Also, I think this solves the infamous random crash when using Plaguelord.

Re: Variant Classes
« Reply #72 on: »
Need some opinion. I could merge Far East Pack into this mod, but I can't be bothered to fix them.
It's playable and fun, but some of the classes are really OP, certain skills are bugged and has problems with skill respec.





« Last Edit: April 28, 2017, 12:08:18 am by Viz »

Re: Variant Classes
« Reply #73 on: »
Hi Viz! This is just my personal opinion, but I think a combi-mod has more value when it fixes problems with the mods it is combining.  Even if it's just making sure that they all play nicely together ;) if you won't be doing that, I say don't put them in yet.

As for the OP-ness, again personally, I would not change that because that was the original author's vision for the mod. If I did want to change it, i'd actually ask the original author if I could "take over" their mod.

But again, that's all just me  :-X


Re: Variant Classes
« Reply #74 on: »
In regards to FEP permission, zyph announced that its contents can be used as long as every creators of that pack will be credited. But if you feel that its too much hassle to merge that with Variant and probably disrupts the balance you have with the currently included classes, then not merge them. Experiment, publish, republish, nerfed down, or OPed it all...they are all your choice, no one holds you to do what you want only you can do that, we don't have policies to abide, no Runic Laws for you to be prosecuted with...you have your own copy of the game, you have access to tons of mods, and you have GUTS. Just be brave.

As a modder, I have no way to restrict my mods, anyone can learn from them and edit them for their own benefit or pleasure, if you are pleased to share them to others then do so. We credit people and ask permissions of course, but they are all just courtesy. We can have different opinions about it like @Phanjam kindly gave to you, but all in all, I like to think that we are doing these things to share and/or inspire others. Probably that's why Steam Workshop doesn't give option for TL2 profited works/mods unlike on other games.

On these types of situation, I always based my moralities on game's creators and staffs, even the game itself. Like my Steam Tags, I followed the tagging shown by Runic Games. For crediting and author's preferences on one's mod, I share Blank and Abe's principles. Lastly for my mods' standard and quality, I based that on the game, well, at least my own experience with the game. You can feel that the game was built on fun, that's why its so inviting for anyone to try and change/improve how it is.

On another note, I'm sorry that my opinion is too long, maybe see this as warning. :P

 

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