Torchmodders
Modding => Modding Questions => Topic started by: Aherin on March 25, 2017, 07:56:37 pm
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Hi everyone,
I'm back again with a request for help :)
I swear one of these days I'll be able to actually reply to someone else and offer what I've learnt, but for the time being I'm still learning!
Ok so I've decided I want to update my Block Indicator mod http://steamcommunity.com/sharedfiles/filedetails/?id=366894044 so that there's a different particle effect for player vs monster blocks.
I worked out from reading the wiki that I should be able to do it by using triggerables, and I've gotten as far as making the basic skill, the triggerable and proc skill as advised in gyfunke's guide. Right now I'm trying to make it as a passive that's activated when the user drinks my block indicator potion. Then every time the player blocks, the shield icon should appear above its head. I was going to add a similar effect to all the monsters who have shields so a red shield appears instead. All particles are ready to go.
Could someone have a look at the code I've done so far and let me know if i'm on the right track?
Here's the main skill:
[SKILL]
<STRING>NAME:Monster_Block
<TRANSLATE>DISPLAYNAME:Block Indicator
<TRANSLATE>BASE_DESCRIPTION: Activates a Block Indicator.
<STRING>ACTIVATION_TYPE:PASSIVE
<STRING>TARGET_ALIGNMENT:GOOD
<STRING>TARGET_TYPE:SELF
<FLOAT>TURNRATEOVERRIDE:-1
<INTEGER64>UNIQUE_GUID:2966487576381280867
[LEVEL1]
[EVENT_START]
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:SELF
<STRING>AFFIX:MONSTER_BLOCK
[/AFFIXES]
[/EVENT_START]
[EVENT_END]
[AFFIXESREMOVE]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:SELF
<STRING>AFFIX:MONSTER_BLOCK_REMOVE
[/AFFIXESREMOVE]
[/EVENT_END]
[EVENT_TRIGGER]
[AFFIXES]
<INTEGER>AFFIXLEVEL:-1
<STRING>AFFIX:PLAYER_BLOCK
[/AFFIXES]
[/EVENT_TRIGGER]
[/LEVEL1]
[/SKILL]
And here's the triggerable:
[TRIGGERABLEACTION]
<STRING>NAME:MONSTER_BLOCK
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:ENEMY
<STRING>SUBTYPE:GOTBLOCKED
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:5
<BOOL>USEOWNERLEVEL:0
<BOOL>FILTERSELF:1
<BOOL>SAVES:0
[TRIGGERSKILL]
<STRING>SKILL:MONSTER_BLOCK_PROC
[/TRIGGERSKILL]
[/TRIGGERABLEACTION] I did try changing event creator to self and then the subtype to block but that had no effect either.
And finally here's the skill proc:
[SKILL]
<STRING>NAME:MONSTER_BLOCK_PROC
<TRANSLATE>DISPLAYNAME:Monster Block Proc
<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_ALIGNMENT:GOOD
<STRING>TARGET_TYPE:SELF
<FLOAT>TURNRATEOVERRIDE:-1
<BOOL>HIDDEN:1
<BOOL>DONT_STOP_ON_DEATH:1
<BOOL>CAN_APPROACH:0
<INTEGER64>UNIQUE_GUID:-2102200080692208339
[LEVEL1]
<FLOAT>RANDOMRANGE:0
<INTEGER>LEVEL_REQUIRED:0
[EVENT_START]
<STRING>FILE:media/skills/shared/block/blockmonster.layout
<BOOL>ATTACHES:1
<BOOL>NOSTRIKEEFFECTS:1
[AFFIXES]
<INTEGER>AFFIXLEVEL:-1
<STRING>TARGET:PLAYER
<STRING>AFFIX:MONSTER_BLOCK
[/AFFIXES]
[/EVENT_START]
[/LEVEL1]
[/SKILL]
(I did try having a stat watcher in there like the fire brand spell in gytfunke's tutorial) but I couldn't actually find anywhere that said block was actually a watchable stat)
Right now I can drink the potion and the buff is active (still needs a better description etc) but nothing happens. So obviously there's something in here that I've missed. I guess I'd like to know if there's anything that's blaringly obvious to you guys as to why the skill is not working or could it be it the way I've activated it in the item, or something else.
Any pointers the the right direction would make me eternally grateful :DD
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try removing the 5 second cooldown and the level on the triggerable
the problem could also come from the affix that applies the triggerable
also try going into the original media folder and see if all layout files for your skill, copied themselves in there, if it has delete those layout files, for some reason GUTS will sometimes do this and confuse the hell out of people, sure did to me lol.
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Great, thanks for the quick reply man. I'll give those things a try :)
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Hey Aherin! Have you checked the archive file that I've sent you? I didn't know you posted your codes in here, I should have based my sample files with yours.
Anyway, "add triggerable" effect should be ended by a "remove triggerable" effect. So, using an affix to call a triggerable action must be ended by an affix with "remove triggerable" effect in it. Although if you intend on using a triggerable action with specific duration, then you can simply ignore ending its effect.
Add a skill icon with SHOW_IN_BUFFLIST to true, so that you'll know if the skill is active or not. Remove it if you don't want the final product to have any.
On your triggerable action codes, clear the cooldown to 0 so that you can capture all blocks received. As mentioned by @TwinkleToes.
Also as a side note, when creating a passive skill which are not intended for class skills or spells, no need to add EVENT_TRIGGER in it. All this does is to show the result of the effects the specific skill rank has when "mouse-overing" the skill/spell/item. The event triggers are not used by the passive skill itself, its just a dummy per se.
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Thanks doudley, you helped get me past a big roadblock with this. I'll try tonight to see if I can get the particle on the monsters working.
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Add a skill icon with SHOW_IN_BUFFLIST to true, so that you'll know if the skill is active or not.
I never knew this ??? thanks mucho doudley! I'm going to use this (eventually :D )