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Author Topic: Classless Character Mod  (Read 26920 times)

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Re: "Skills Masteries" Classless Concept
« Reply #15 on: »
Lol yeah that took me like a day and a half!

Some improvement t the skilltree artwork...

Spoiler: Classless Skilltree Art (hover to show)

Always helps inspire me to work if the artwork is prettier (i'm shallow that way :P )

I'll get started on a "fighter" skilltree first, since that's my favorite playstyle...
« Last Edit: November 13, 2017, 07:55:40 pm by Phanjam »


Re: "Skills Masteries" Classless Concept
« Reply #16 on: »
Okay here is the AFFIX i plan to use for level 1 of the "Fighter" training skill...

Code: [Select]
[AFFIX]
<STRING>NAME:CLASSLESS_FIGHTER_TRAINING_01
<INTEGER>RANK:0
<INTEGER>MIN_SPAWN_RANGE:0
<INTEGER>MAX_SPAWN_RANGE:999
<FLOAT>DURATION:0
<INTEGER>WEIGHT:0
<INTEGER>SLOTS_OCCUPY:0
[EFFECT]
<STRING>NAME:CLASSLESS_FIGHTER_TRAINING_01
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:DAMAGE
<STRING>DAMAGE_TYPE:PHYSICAL
<STRING>STATMODIFYNAME:CHARACTER STRENGTH
<STRING>STATMODIFYPERCENT:130
<BOOL>NOGRAPH:true
<FLOAT>SOAKSCALE:0.8
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>MINFORCE:1
<FLOAT>MAXFORCE:1
[/EFFECT]
[/AFFIX]

From here <STRING>STATMODIFYPERCENT: will go up in increments of 5 and <FLOAT>SOAKSCALE: will drop also in incremets of 5.  Each affix will be used by a separate skill (training skills 1 to 15 or 20 for example).

Gonna run with this for now, but if anyone sees any problems with it pls let me know!
« Last Edit: November 13, 2017, 09:42:22 pm by Phanjam »


Re: "Skills Masteries" Classless Concept
« Reply #17 on: »
Thx @Vkoslak for pointing out the Titan Quest skill systenm
http://titanquest.wikia.com/wiki/Character_Classes
Lots of disciplines like that is something the mod can grow towards i guess. To start with i was thinking of the basic archetypes...
- Warrior - physical damage scaling off STR
- Defender - armor bonuses scaling off VIT
- Caster - elemental damage, cast speed and mana cost bonuses scaling off FOC
- Summoner - minion damage and mana cost bonuses scaling off FOC
- Rogue - attack speed bonuses and mana cost reduction scaling off DEX
- Marksman - rangrd weapon crit chance scaling off DEX
« Last Edit: November 14, 2017, 02:36:39 am by Phanjam »


Re: "Skills Masteries" Classless Concept
« Reply #18 on: »
Amazing progress @Phanjam !!!  :o

Will you consider dynamic growth?

Investing points in one school will raise more than one affix and increases 2 of 5 element types:

Example:

Dual Shield Fighter School:

Every point invested raises:

+0.1% Shield Armor Value converted into Weapon Damage based on Average Equipment Level.

+0.1% Max Health based on Average Equipment Level.

+0.1% Fire Damage / Armor based on Average Equipment Level.

+0.1% Physical Damage / Armor based on Average Equipment Level.


In other words if your "Average Equipment Level is 100" and 20 points have been invested then:

+2% times 100 is +200% for these affixes which makes for a worthy fighter!  :D

= = =

In case you are wondering how to affect affixes based on Average Equipment Level then check the mod "Skills Expansion" for it's skill examples.

I hope this gives some ideas!  ;)
« Last Edit: November 14, 2017, 11:53:23 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 Masteries" Classless Concept
« Reply #19 on: »
Thx @steffire3 :) the form of the affixes and the skills is very far from final. For the moment i am just worrying about making sure the locking/unlocking works properly. To do that i will probably just reuse the vanilla skills with minor changes.

When that works well i might even stop there, bcos making new skills at high quality and balancing them all against each other is hard work. I might just donate the mod files to the community for any modder to use in their own mod vision ;)

But thats still a long way away XD at the rate im going just finishing the poc stage will be a few months!


Re: "Skills Masteries" Classless Concept
« Reply #20 on: »
Thank you so much @Phanjam !!!  :)

I would absolutely enjoy having a template mod that can be the foundation of many new class mods!

I think my only request would be to set up the design so that adding extra affixes or linking to the Charge Bar will be relatively easy to understand and implement if possible!  ;)
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 Masteries" Classless Concept
« Reply #21 on: »
Yes defiitely @steffire3 ;) i will be posting as i learn, so hopefully it will be easier to make tutorials when that time comes.


Re: "Skills Masteries" Classless Concept
« Reply #22 on: »
Hi guys! I got only a little done this weekend - I was able to make a working "skill container" inside the skilltree layout.  Yup that's all, sorry :D

Let's start with a nice tip.  It turns out when viewing a skilltreeoverride.layout in GUTS "UI" tab, you can copy-paste parts of the layout from the left-hand tree!

The GUTS "UI" tab view


Looking at the vanilla arbiter skilltreeoverride, it looked like i needed two items.  First, the little window which holds the skill icon...



and second, the little plus sign to invest skill points...



So i opened two instances of GUTS - in one instance i opened the vanilla arbiter skilltreeoverride and in the other i opened my custom skilltreeoverride.  Then from the vanilla instance i selected the items i wanted (one at a time) and copy-pasted them over to the custom instance.



It took a few seconds but they eventually appeared in the custom tree!  Then I just drag-&-dropped them under their proper "parent" items in the custom skilltreeoverride and adjusted their properties setting (in the right-hand panel), like setting the skill "widget" to point to my new "Fighter Training" skill.

And i got this 8)

Spoiler (hover to show)

Another reason it took me so long to get only this far was i forgot to include the new "fighter skill" i made in the list of [SKILL]s in the unit's .DAT file.  Until i thought of that, the skill tooltip was just showing the template and i was going crazy thinking what was wrong :D As usual it was just another simple error!

Now to plot the rest of the skills and make sure the unlocking works smoothly ;)


Re: "Skills Masteries" Classless Concept
« Reply #23 on: »
Thank you so much @Phanjam as this makes learning how to mod in guts much easier !!!  :)
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 Masteries" Classless Concept
« Reply #24 on: »
Hey @Phanjam , you managed to get me back here:)
At least I’m following the threat, helping out as much as I can and sharing with you my files...
Let me know/see your UI progress so i can jump in. I remember scaling issues and somehow I fixed them but so I’m sure we will find a way for you files too
some projects in progress

Re: "Skills Masteries" Classless Concept
« Reply #25 on: »
Hi @lolesch ! Thanks so much for sharing your precious time. I am hoping its simple for u so it wont take much time :P but i request pls try to teach me how its done, not just do it for me since that wouldnt be fair to u and i also want to learn :)


Re: "Skills Masteries" Classless Concept
« Reply #26 on: »
I'll keep the conversation over here, trying to explain as much as possible (I dont use discord and dropbox doesn't support chatting the same way we can do it here)

First of all I would say everything you pointed out is totally doable (and most of it has already been done)
When you'r modding the UI elements you need a solid imagination of how it shall look like in the end! I recommend sketches or photoshop montages. This preparation can save a lot of time as soon as you got familiar with the UI elements in guts! For this I guess it will need a tutorial at a certain point since there are so many options to handle these elements...
For example the "Group"-folder is more or less for invisible elements like logic, controllers and statwatchers, etc.
Always use the "Window" element to group visible things. this parent window just need a size but no image so it is more like a placeholder.

When I'm modding UI I clone the file (in this case the skilltreeoverride) and inside the file I coppy paste everything into a "Window" element with the name "Original" with visibility - false. This way I can doublecheck how it was done originally and copy anything I need without reopening the base file.
IMPORTANT: sometimes there is a conflict with logic groups since the dublicated i.e. Button is not linked to anything...

Just to make sure... you do use the UIScale tool from the GUTS Utilities? This is a must have when you edit UI :)

have you noticed that investing in that skill will make you suffer damage? I guess the "deal physical damage" has to be redirected :P

so far so good... what was the question btw? ah yeah, the moving UI elements... may you point them out again?
I would recommend to keep locations clean and mathematical. I neary never use the "SCALE HIGHT/WIDTH" property since it is based on your screen resolution and much harder to keep "in place". Next big thing is that the guts editor does not show the "correct" resolution of objects larger then "whatever" pixel so you need to mesure the right position with photoshop or trial and error between guts editor and "in game mode"
Depending on the objects position I often choose between top center bot right center left - and from there I can offset the next object for its own width and a few spacer pixels (was that understandable?)

I feel like I need a more precise question for more detailed answers  -  8)
some projects in progress

Re: "Skills Masteries" Classless Concept
« Reply #27 on: »
Quote from: lolesch
When you're modding the UI elements you need a solid imagination of how it shall look like in the end! I recommend sketches or photoshop montages. This preparation can save a lot of time as soon as you got familiar with the UI elements in guts! For this I guess it will need a tutorial at a certain point since there are so many options to handle these elements...

Hi @lolesch

I realized how correct you are with this statement and how critical it is to working precisely on a UI mod.  So i tried hard to make a vision which I won't be ashamed to show to you :D So here it is...

Figure 1 shows the widened skilltree in the UI with some sample skills on it.  I think it should be as close as possible to the vanilla art and other layout elements so that other layouts don't need to be adjusted.  I take responsibility to make all the art pieces to be used in the layout.

Figure 1


Training Skills
Highlighted in blue is the "training skills" area.  The training skill is like the base skill for a particular player-style (fighter, caster, rogue, etc.).  So the multiple tabs on top will switch you between the skilltrees of the different player-styles, and each style will have its own training skill.

Training skills will most likely be passive skills that grant bonuses helpful for their particular style and I think it's okay to go up to level 15.  But in my design I will make each level a separate skill, so that any one of them can be defined as a requirement for unlocking another skill (because I don't know if this can be done with a multi-level skill).

Even though they are separate skills, the display of the training skills can be simpler than full icons to save space (in figure 1, i made them just small buttons).  The training skill levels will unlock in sequence (level 1 unlocks level 2 and so on).  As you invest in each level, a simple artwork color change can indicate which level you already reached.

Skill Unlocking
The idea is that a given skill in the main section above the training skill area can require that you have invested in a certain level of the training skill before the given skill is "unlocked".  Figure 2 shows ideas for how the UI can display the various "states" of a skill.

Figure 2


  • When a skill is still locked the UI will not show any plus sign to click to invest in the skill and the skill icon itself will be grayed.
  • Once the skill becomes unlocked the UI would show the plus sign to be able to invest in the skill.  But if there are no points invested in the skill yet, the icon will still be grayed.
  • Once you have invested any point/s in an unlocked skill, its icon will then be displayed in color.

Skill Display
Whether the skill is locked or unlocked i think the player should still see the tooltip describing the skill.  Figure 3 shows an idea for the skill tooltip

Figure 3


These "main skills" could be active or passive and they could be multi-level ( [LEVEL1]...[LEVELn] ).  So ideally the tooltip will show the "current level" / "next level" descriptions like the vanilla game.

What is different from the vanilla skills is I'm planning the main skills will not have any tier bonuses (if the skill will "evolve" to a stronger version, I will make it a new skill instead).  Also it is ideal if the tooltip can show the required level of the training skill needed to unlock the skill (encircled in blue in Figure 3 above).

Finally, it would be ideal if each training skill level could also have a tooltip (although there's no need to show "current / next").

Spoiler: More Tips from lolesch! (hover to show)

Again lolesch i am really really grateful for your expert help but i think the work should be "even" as much as possible, which is why I want to take responsibility for the images (at least that I can do!).  Also I would like to actually learn this, so I ask pls be patient with me if I'm slow on something which you could do in a minute or less :D !

I am really excited about working on this mod!  Thanks again!


Re: "Skills Masteries" Classless Concept
« Reply #28 on: »
Hey phan, good progress!
you do great. If you need help with some images let me know, though I really appreciate your ambition to do it all by your own :D
When I was working on that mod I had some different things in mind but since it newer came to the light it is good to have you here.
Quote
Just to make sure... you do use the UIScale tool from the GUTS Utilities? This is a must have when you edit UI :)

Uh... i don't know!  ::) what is that? lol!
was that irony? It's a tool to zoom in and out and reposition your working screen.
ah and do you know you can use the arrow keys to adjust image positions? I'm sure you will figure it out ;)

Quote
I will make each level a separate skill, so that any one of them can be defined as a requirement for unlocking another skill (because I don't know if this can be done with a multi-level skill).

each level of the training skill could add a stat to the player that can be used as an requirement to unlock your main skills.
some projects in progress

Re: "Skills Masteries" Classless Concept
« Reply #29 on: »
LOL @Phanjam  I see some item in DOTA I here  ??? Manta Style, Morbid Mask, Boots of Speed, Crytalys,..
Your work is becoming brilliant day by day

This makes my day LOL  :D

 

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