Torchmodders

Modding => Classes & Skills => Topic started by: Haxley on February 16, 2015, 08:59:42 am


Title: Pet Passive Problem
Post by: Haxley on February 16, 2015, 08:59:42 am
Hey guys! So I'm having a bit of a problem. I'm creating some passives for pets only, and I've gotten the 'buff' ones to work, but I can't seem to get any of the ones that do things like BLIND, SILENCE, FREEZE, etc to take.

I've been working in circles trying to figure out what is keeping this from firing, so there's two things I'm gonna ask for~

1) Will someone look over my uploaded files and please tell me what I butchered.
2) Will someone hook me up with a correct template to use for this?

To clarify: These are SPELLS for pets, which store on the spell page. This is not a player skill that affects the pet. They are PET ONLY. So, I know that the skill/affix needs to point to self and/or enemy, as the pet is the caster. I think it might be an issue between TARGETs and the "PASSIVE","DYNAMIC", and "TRANSFER" parts of the passive. But then again, I don't know and I'd like someone more educated to correct me xD

The entire skill is going to be a template for the rest of them so that I have something to work with~ This skill doesn't make alot of sense, and is just identifiable variables mostly for later editting.

The skill is supposed to add 75% chance to BLIND on attack for 5 seconds, with Frozen unittheme and an icon that pops up under the mobs hp bar [Show Buff Icon in UI: TRUE]

information that's not relevant has been X'd~

SKILL -
Code: [Select]

[SKILL]
<STRING>NAME:XXXXXXXXXXXXXXXXXXXXX
<STRING>SKILL_TYPE:OFFENSIVE
<TRANSLATE>DISPLAYNAME:XXXXXXXXXXXXXXXXXXXXXX
<TRANSLATE>BASE_DESCRIPTION:XXXXXXXXXXXXXXXXXXXXXXXXXXXX
<STRING>SKILL_ICON:XXXXXXXXXXXXXXXXXXXXXXXXX
<STRING>ACTIVATION_TYPE:PASSIVE
<STRING>TARGET_ALIGNMENT:EVIL
<FLOAT>RANDOMRANGE:0
<FLOAT>TURNRATEOVERRIDE:-1
<INTEGER>MAXLEVEL:1
<INTEGER64>UNIQUE_GUID:8259171764069580425
[LEVEL1]
<FLOAT>RANDOMRANGE:0
[EVENT_START]
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:ENEMY
<STRING>AFFIX:0_SNOWBALL_1
[/AFFIXES]
[/EVENT_START]
[EVENT_END]
[AFFIXESREMOVE]
<STRING>TARGET:ENEMY
<INTEGER>AFFIXLEVEL:1
<STRING>AFFIX:0_SNOWBALL_1
[/AFFIXESREMOVE]
[/EVENT_END]
[/LEVEL1]
[/SKILL]
AFFIX -
Code: [Select]
[AFFIX]
<STRING>NAME:XXXXXXXXXXXXXXXX
<INTEGER>RANK:0
<INTEGER>MIN_SPAWN_RANGE:0
<INTEGER>MAX_SPAWN_RANGE:0
<FLOAT>DURATION:0
<INTEGER>WEIGHT:0
<INTEGER>SLOTS_OCCUPY:0
[EFFECT]
<STRING>ACTIVATION:TRANSFER
<STRING>DURATION:5
<STRING>TYPE:BLIND
<STRING>UNITTHEME:Frozen
<BOOL>SAVE:TRUE
<STRING>ICON:XXXXXXXXXXXXXX
<FLOAT>MIN:75
<FLOAT>MAX:75
[/EFFECT]
[/AFFIX]
Title: Re: Pet Passive Problem
Post by: TwinkleToes on February 16, 2015, 06:14:01 pm
Quote
I think it might be an issue between TARGETs and the "PASSIVE","DYNAMIC", and "TRANSFER" parts of the passive.

yep your hunch is right, what you've done with your skill is make a passive which aims nothing, since you set the target to be EVIL the passive wont be given to a GOOD unit(in this case your pet) youve also done this to your targeting on the affix, that should be set to SELF(since the pet is casting the passive on itself to TRANSFER the debuff to monsters it hits)

anyways here's the revised version(tell me if it doesnt work)

Code: [Select]
[SKILL]
    <STRING>NAME:XXXXXXXXXXXXXXXXXXXXX
    <STRING>SKILL_TYPE:OFFENSIVE
    <TRANSLATE>DISPLAYNAME:XXXXXXXXXXXXXXXXXXXXXX
    <TRANSLATE>BASE_DESCRIPTION:XXXXXXXXXXXXXXXXXXXXXXXXXXXX
    <STRING>SKILL_ICON:XXXXXXXXXXXXXXXXXXXXXXXXX
    <STRING>ACTIVATION_TYPE:PASSIVE
    <STRING>TARGET_ALIGNMENT:GOOD
    <FLOAT>RANDOMRANGE:0
    <FLOAT>TURNRATEOVERRIDE:-1
    <INTEGER>MAXLEVEL:1
    <INTEGER64>UNIQUE_GUID:8259171764069580425
    [LEVEL1]
        <FLOAT>RANDOMRANGE:0
        [EVENT_START]
            [AFFIXES]
                <INTEGER>AFFIXLEVEL:1
                <STRING>TARGET:SELF
                <STRING>AFFIX:0_SNOWBALL_1
            [/AFFIXES]
        [/EVENT_START]
        [EVENT_END]
            [AFFIXESREMOVE]
                <STRING>TARGET:SELF
                <INTEGER>AFFIXLEVEL:1
                <STRING>AFFIX:0_SNOWBALL_1
            [/AFFIXESREMOVE]
        [/EVENT_END]
    [/LEVEL1]
[/SKILL]
Title: Re: Pet Passive Problem
Post by: Haxley on February 17, 2015, 11:09:40 am
Thanks twink! That definitely worked out ^.^)b

I have another question though? I'm trying to use the 'Turn Alignment' effect using both 'Dynamic' and 'Transfer' and can't seem to get it to land. Will this require it's own affix or something?
Title: Re: Pet Passive Problem
Post by: TwinkleToes on February 17, 2015, 11:47:39 am
turn alignment should work the exact same way, did you set the min/max values? those determine the chance for your pet to charm on its attacks, you could have possibly set the duration too low, making the effect miniscule.

try putting the frozen unit theme on the charm effect, if the monster your pets hit get the unit theme then its working
Title: Re: Pet Passive Problem
Post by: Haxley on February 17, 2015, 12:24:58 pm
I did it the same exact way, I even set the min and max to 100 to make sure it would land. The duration I set to varying variables, i ended up using 120 [2 minutes]

I then changed the affix effect from turn alignment to stun, and it worked just fine.

Is there a problem with pets and Turn Alignment? I know pets themselves can have things like summoned pets and stuff, but does Turn Alignment not work for pets?
Title: Re: Pet Passive Problem
Post by: TwinkleToes on February 17, 2015, 07:12:53 pm
ive never tested charm on hit before with pets but i think it doesn't work because your pet is the one casting it, meaning it turns a monsters alignment towards the pet and not the master.

to fix this i would create another skill which is cast on hit by the pet, with a really small attaching damage shape, that hits a single target, then add the charm affix to that skill.
Title: Re: Pet Passive Problem
Post by: Haxley on February 17, 2015, 08:35:30 pm
Do you think that would work? Isn't that almost doing the same exact thing? Just by-passing the skill itself?

Correct me if I'm wrong please, but what I gathered from what you said is:

Make a skill that fires on hit for the pet that has a single-target damage shape that attaches the affix that I'm already trying to attach?

Yes?
Title: Re: Pet Passive Problem
Post by: TwinkleToes on February 18, 2015, 12:06:43 am
Quote
Make a skill that fires on hit for the pet that has a single-target damage shape that attaches the affix that I'm already trying to attach?
yep, you could make one without using a damage shape at all but id have to explain a lot more, this way is just the easiest to explain
   
Quote
Do you think that would work? Isn't that almost doing the same exact thing? Just by-passing the skill itself?
trust me, it works... i made an entire class based around summoning pets, and i had to learn almost every detail of how to deal with their mechanics and quirks in GUTS.
Title: Re: Pet Passive Problem
Post by: Phanjam on February 19, 2015, 12:30:45 am
@Haxley sorry to go a little OT but...

Quote from: TwinkleToes
i made an entire class based around summoning pets...

@TwinkleToes did you ever upload this somewhere, or was it just for personal enjoyment?  Sounds fun and I'd like to try it ;D
Title: Re: Pet Passive Problem
Post by: TwinkleToes on February 19, 2015, 02:10:10 am
http://steamcommunity.com/sharedfiles/filedetails/?id=299563814

i think you were there on my initial posting of this class to the runic forums lol
you must've forgot to play it  :D

oh and haxley please take a look too  :), you can grab and extract the mod to really see the inner workings of some of the skills ive made.
Title: Re: Pet Passive Problem
Post by: Haxley on February 19, 2015, 04:48:54 pm
I'm gonna!

You have a really interesting looking skill there in the preview pics, looks like a blood scythe particle.

I might jack that <.< lol dope looking

But Ya, I plan on studying your skill files to see if I can't make more sense of all this :P

Thanks! :D