Sounds like a problem with the skill "finding" the right animation...
P.S. thanks for reposting here Sch123 ;)
Hi @doudley
Bug Report:
I found a bug on the passive skill of Blind Mastery, when I have reached Tier 1 then I get Burn by itself and gets worse each Tier (and caused my blood decrease as I changed my weapon and when adding the skill point)
Miss Animation:
When using the Rapid Fire Skill with two pistols and canons, the animation is not quite as appropriate.
Pistol = Using only one hand instead using both hand
Canon = Using hands instead of using Canon
I have test your mod in GUTS for a while. It's awesome
I just want to recommend some thing:
1. Can you give some "exact number" on Passive Skills and some Active Skill too? I think the "clear number" is useful with player
2. As I can see that the mod is replacing Default Class, right? I think the answer is Yes
3. It's stupid question [Deleted]
4. I see the new Akimbo Passive have fist weapon requirement but the Berserker don't have that skills, it's not fair :'(
And do you think about make some dual passive like Akimbo for all dual melee weapon?
5. Is the 52-skill-only just apply for default class? With mod class can we clone the tab and skill to more than 52
I ask this question because the Classy Classes Mod on Steam is like clone all the tab skill into each class and it works.
I want to ask some question personally about the conflict of Classy Mod but I don't think I should ask here
I'm sorry for my bad English!
P/s: I am seeking a Fist-used Class build around the Passive Skills so I am very interested with your Berserker.
P/s 1: I have tried to clone page 5 to page 6 and change the skill to some passive skills, if you want to test just tell me, hmm I do it for personal only...
@Sch123 Thank you so much for caring to test and post your findings and requests regarding this mod and all the mods you cherish! Highly appreciated! :)You're welcome, I'm happy to help even if it's just a little. :D
I have a request for you! @Sch123 Would you like to list a series of "New Added Skills" that you would like to see for the classes? Engineer has those Added Skills that could be inserted and edited from Doudley's other mod however the other 3 classes have nothing so far.Of course. Give me time to think about the skill idea.
Should we give Warfare the Poison Brand for Embermage and Outlander? Should Elementals be an option to Summon? Should Enemy Skills be made available if possible?That's good if Embermage is given Warfare the Poison Brand will fit the theme 4 Element. But for Outlander, Because not all skills contain Poison I'm not sure. So, I don't think it needs to be changed because Warfare is part of Outlander and Share skill for Embermage.
Also if someone else made an Alternative version of this mod then would you be happy to have two versions to choose from?I can't determine which version I will choose because I haven't tried it yet. ;D
I admit this is all hypothetical until a modder or more decides to fix and finish what was started. :DYeah, I also hope this Mod can be completed. :)
At least we can extend the list of requests for when that happens! ;D
Thanks for your consideration! ;)No problem. ;)
@steffire3
Yes that is what I meant, someone will have to upload the new Skills Expansion mod, I really hope it would be you. To make it a major difference with my upload, this version will have the additional skills (Phase 3). Let's try to formulate references for the additional skills mentioned by @Sch123 for Berserker, Embermage, and Outlander.
And could you unpack mods using GUTS? We need the armor fix fixed version and skill references from other class mods.
@doudley : I propose that we start with one class at a time... obviously your Extra Engineer Skills mod is an easy first choice. I would like that Added Shield Skill "Charged Shock" to be changed over to an easy in game Affix edit of "2-30% Chance to Heal All Health when hit" as I believe @Sch123 mentioned above as I also would find that far more useful for defensive tanks than what the current Skill offers.So, we will add the Chance to Heal all Health effect with Shield Shock Skill?
As for the other 3 classes I propose that we make this easy on ourselves by sourcing all our Added Skills from one mod: TL2-E Conversion by Corley on Steam.This is great! We should start getting permission. We should also keep in mind that we need to modify the skills description to better suite the vanilla classes.
He already has 3 new classes that parallel the original three quite well... Sorcerer, Assassin and Barbarian. Provided if we get his permission of course.
Out of curiosity is it per Class: 30 Native, 10 (+2 Added) Shared, 12 General and 6 Added to total 60 Skills to choose from?Oh yeah, I forgot about the general skills. So, it would be:
| Skill Set | # of Skills |
| Set A | 15 |
| Set B | 15 |
| Set C | 15 |
| Shared | 15 |
| General | 15 |
| Total | 75 |
And there is a slight change in "Artillery" skill.This is manageable. I can get the data from Variant Classes.
Here are some lists that I made:This skill is not modified in Skills Expansion mod
Shockbolt (Active Skill)
- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).
Prismatic RiftThis will give problems. Only AI can handle this quick transition of locations/positions. The player will get confused and dizzy every time this happens. So, this is a no for me. And if it is proposed to only work when the player health is critical, the next issue will be is that we cannot choose where you will get teleported, the teleport effect is random. If you just want to be teleported into a specific location, you can test this out with Pet Swap spell in my Ability Spells mod.
- Instead of teleporting an opponent it's better to teleport the player if he's dying.
BlastCannon (Active Skill)There is no special animation for this skill, what you see, is its default attack animation. No modification applied on its animation.
- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only
Blast Cannon (Active Skill)Fixed. Thank you for the better description of the issue.
- Blast Cannon skill animation when using Weapon Cannon looks unsuitable, like kicking / hitting instead of firing it from a cannon.
Fusillade (Active Skill)We need help for this. @Phanjam
- Fusillade skill animation when using Weapon Shotgun looks unsuitable, it looks like it uses animation when using cannon.
Ember Hammer (Active Skill)Same with fusillade, this needs to have custom alternative animation for those specific weapon wield. We need help for this. @Phanjam
- Ember Hammer skill animation when using Weapon Claw & 2H Sword the weapon was seen detached from the hand.
Ember Reach (Active Skill)Not my expertise too. But maybe we stick to its default animation on which the engr uses his/her hand rather than the weapon. If this is not what shown when the skill is used, then we have to fix this.
- Ember Reach skill animation when using Weapon Cannon & Shotgun can it be made so that the animation is seen being shot from cannon & shotgun weapons to make it look better. (This is just my opinion). :)
(7)I like this but I currently don't have the original affixes for these skills
Add these Chances to these Brands:
Fire Brand: 2-30% Meteor Strike.
Ice Brand: 2-30% Glacial Spike.
Electric Brand: 2-30% Thunder.
(8 )I used install kill/death effect on human companion Syl the Sage's special skill. IIRC, this effect doesn't work on bosses or maybe also on some champions. Can anyone provide proof that the instant kill effect works on non-regular enemies?
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.
(9)Please provide alternatives for this, if we want this applied. And don't forget the new skill description.
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).
(10)This all depends on the animation itself, unfortunately I cannot provide this type of change. @Phanjam @Anyone
"Fusilade" needs to be made spammable for the Shotgonne.
I like this but I currently don't have the original affixes for these skills
I used install kill/death effect on human companion Syl the Sage's special skill. IIRC, this effect doesn't work on bosses or maybe also on some champions. Can anyone provide proof that the instant kill effect works on non-regular enemies?
Please provide alternatives for this, if we want this applied. And don't forget the new skill description.
⁃ Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]I have to pass on this for now, as I don't have the mod files for this class. @steffire3 if you have time, add this to your to do list. Thanks!
But change flame shooting animation with skill "Fire Eater" from the Double Agent Class.
⁃ Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill]I have to pass on this for now, due to cannon ball is a different skill from blastcannon. Specially, cannon ball has a missile die event on which after the missile hits the target, it will generate a second source of damage. We need to discuss over this.
But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.
⁃ Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own triggerable based on everytime the player gets struck?
I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]
I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own trigger able based on every time the player gets struck?
> Still left, added skills for Embermage, Berserker, and Outlander. I would like to encourage the proposed added skills by Sch123 but I'm afraid that those would have to be built from scratch. My counter proposal would be to fill up the remaining classes with existing skills from custom classes, just to make the skill tree complete for the mean time. If it fits perfectly, then we don't change it. But if we cannot find a proper fit, then only then we would go for the hassle of work on building our own skill(s).
For modified animations perhaps @Vkoslak or @Anarch16sync might be able to help?Thanks PhanJam! I hoped I could do this myself but the computer I'm using right now, when I'm away from my house, can't handle 3D. Tomorrow I will be able continue some coding and on Sunday, instead of building test mod, I'll focus on trying to create some animation alternatives.
Thank you @doudley for updating the development information.Yeah..I'm decided to finish this project (atleast complete it)
New need to compos skills
What needs to be done, so that these skills can be integrated properly?
Is it necessary to look for alternative skills from other classes for skill that need to compos?
Need FEP+ filesI'll asked him, thanks.
For the latest version of the FEP+ files, maybe @Viz can help. ;)
IntegratedIt simply means that I got the mod files and already included them in Skills Expansion test mod (maybe I'll compile it tomorrow). They still need to be tested because extracting skills may lead to missing custom particles, missiles, units & models, art assets, stats, and/or affixes. 1 skill folder usually they only include the main skill data, skill procs, and skill layout files. Although, I thoroughly checked each link in the data and layout codes but I could have missed something still.
Does that mean that the skill has no problem to add? that's great if there's no problem. :)
I guess, what I only need now is the skill from Tenebris. We don't have that right now, it is not even included in Variant Classes mod.By the way, Isn't Tenebris class in Variant Class Mod too?
Outlander
Warfare [Share to Embermage]
⁃ Idea from [Ritual Summoning]
> Guardian of Poison: Summon Poison Elemental [Active Skill] << Pending
⁃ Idea from [Assassin TL2-E - Poison Globe]
> Poison Bomb: Throw a poison gas bomb [Active Skill] << Need mod files
Outlander
Sigil
⁃ Idea from [Plaguelord - Oppression]
> Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
⁃ Idea from [Necromancer - Death Pact]
> Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << Pending
Berserker
Shadow
⁃ Idea from [Tenebris - Wolf Pack]
> Guardian of Darkness: Summon Werewolf [Active Skill] << Need mod files
⁃ Idea from [Plaguelord - Necrophage]
> Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
No need @Sch123 @VizYes, that's what I mean. Because those summoning skills are more complete. ;D
I'm on GUTS right now, I can do it myself. So, I will use Ritual Summoning skills to Outlander for the poison theme and other else will go to Embermage, correct?
Btw, what else do I need to do?-Maybe add Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod to Skill Expansion, as we have discussed before. :D
UPDATE ON ADDITIONAL SKILLS
Outlander
Sigil
⁃ Idea from [Plaguelord - Oppression]
> Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
Berserker
⁃ Idea from [Plaguelord - Necrophage]
> Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
It looks like you also fixed the animation on some skills, because the animation on the Fusillade & Blast Missile skill is correct (according to the weapon used). ;DThat's good, although I don't remeber doing any different with the animations.
But there are also animation skills that are still wrong. As in Animation for Dual Pistol / Wand when using Rapid Fire the animation skills is not shooting instead turn into kicking animation.This one on the other hand, that's why I felt that I forgot something...tbh, the Rapid Fire is quite a unique skill, originally in the code, it only links to a right hand animation but in-game, we can see that dual pistol can be used for this skill right?...Last last week, I was thinking of adding the dual wield animation "string" to the code and see if it would remedy the animation mismatch for dual pistol/wand...anyway, we'll have to wait for another weekend.
Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement
Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand
Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D
I also want to ask, do we also need to change the level requirements in the Additional Skill? in order to better adjust to the other skill. ::)Just give me your proposed skill requirement levels.
Please note that additional skills taken from several Variant & FEP+ classes also affect the original skills of the classes in Variant & FEP+. Can you make it so that the skill doesn't collide with each other?I'll separate them after all is finalized because moving skills (changing folder name) also means to manually change each directory of files linked to the skill.
By the way, almost all addition skills name on Outlander class have not been replaced and still use the original skill name. I hope it can be replaced. :)Fixed. Thanks, I'll include the changes in my next build.
Outlander
Poison Twister -> Poison Tornado
Poisonous Vine -> Root of Death
Rot Vine -> Root of Life
Plague Burn-> Pool of Death
I also tried to play using only the Skill Expansion mod and found the "Guardian of Poison" skill to lose the skill icon.
Rapid Fire AnimationI need updates on this.
Rapid Fire - Dual Range Weapon = The animation skills is not shooting instead turn into kicking animation
Rapid Fire - 1 Pistol/Wand in hand = It's looks like using an animation from Shotgun
Rapid Fire - Cannon = It's looks like using an animation from Shotgun
Venomous Hail Animation
Venomous Hail - Cannon = It's looks like using an animation from Bow
Venomous Hail - 1 Pistol/Wand in hand = It's looks like using an animation from Bow
Venomous Hail - Dual Range Weapon = It's looks like using an animation from Bow
-Maybe add Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod to Skill Expansion, as we have discussed before. :DDone. Already included in the test mod.
- If possible, also add Skin:
- Edrobot's Exotic Skins (https://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=skin) (Sprites & Drow Skin)
- Animal Ears Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=178025241&searchtext=skin) (Ear & Horn)
I request that a basic note of : "This expands Vanilla Classes from 30 to 60 Skills within reasonable vanilla balance." be added.Easy. Done. Mod description added.
OutlanderDone.
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement
Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand
OutlanderIt feels OP for me. Maybe next time.
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D
- Phantom Slash doesn't use any special animation it uses the bool "USEWEAPONANIMATION:true"
- I've checked the other added skills and they do not posses any unique animations, maybe if we give them their own GUID and changed their file location, it will sort out...
- Alternate Outfits was included, I just didn't know that it was supposed to change the default attire....because I didn't modify those, I only included the added codes and resource from that mod.
- Regarding other skin & hair mods, specially haircolor, I wished you guys have checked the figures first, because adding these mods is clearly will give ridiculous amount of choices in the character selection screen. I really don't mind if we make them less and limited but my problem here would be to know which ones should remain and which ones should be removed...because there's no UI for editing these wardrobe features, as far as I know.
- And another thing, is Drow skin is from another skin mod?
Oh, you meant the particle effects by this skill...this only means that there's a file missing, I'll check it. Thanks.- Phantom Slash doesn't use any special animation it uses the bool "USEWEAPONANIMATION:true"
I mean, no black slash animation.
Is it because changing the name of the skill that caused it?
We'll see later on in the process (because I need GUTS for this change), let's just note this for the mean time.- I've checked the other added skills and they do not posses any unique animations, maybe if we give them their own GUID and changed their file location, it will sort out...
I also think so. Because all addition skills are taken from other class skills. So they needs to have their own GUID and changed their file location. Also to avoid problems with other skills.
I suspect there is an incompatibility between Alternate Outfits and Edrobot's Exotic Skins or Animal Ears Mod."Alternate Outfits was included, I just didn't know that it was supposed to change the default attire....because I didn't modify those, I only included the added codes and resource from that mod."
So that they overlap each other, So the Mod that we see works only Edrobot's Exotic Skins & Animal Ears Mod, while the Alternate Outfits do not appear.
I haven't seen it in-game but I made sure that no wardrobe feature ID is being used twice (see attachment for reference). But your compromise solution seems a better option for us, I'll just have to do this part again.- Regarding other skin & hair mods, specially haircolor, I wished you guys have checked the figures first, because adding these mods is clearly will give ridiculous amount of choices in the character selection screen. I really don't mind if we make them less and limited but my problem here would be to know which ones should remain and which ones should be removed...because there's no UI for editing these wardrobe features, as far as I know.
Maybe like this:
- Outfits and Hair Color from Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod
- Then added Skin Drow from Edrobot's Exotic Skins (https://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=skin) Mod
- And also added Animal Ears & Horn from Animal Ears (https://steamcommunity.com/sharedfiles/filedetails/?id=178025241&searchtext=skin) Mod
Note:
In Edrobot's Exotic & Animal Ears Mod, there are too many and repetitive hair colors unlike Alternate Outfits Mod that have been perfected with no recurring colors and sufficient color choices.
Hi @doudleyI'll see what I can do.
Can you also add:
General PassiveNote:
- "-1 to Weapon equipment requirements" effect on Offensive Mastery
- "-1 to Armor equipment requirements" effect on Defensive Mastery
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
I haven't seen it in-game but I made sure that no wardrobe feature ID is being used twice (see attachment for reference). But your compromise solution seems a better option for us, I'll just have to do this part again.Maybe, more precisely just adding Drow skin and Animal ear & horns into Alternative Outfit Mod. Make Alternate Outfit as Core and Drow skin, Animal ear & horns as an addition.
Edit:I also initially wanted to use that Mod, but there were problem when using that Mod.
I've checked the mod page of Exotic Skins and found out that Drow Skin is a separate mod, maybe we should use and credit just this one instead.
https://www.runicgamesfansite.com/vbdownloads.php?do=download&fileid=365
I also initially wanted to use that Mod, but there were problem when using that Mod.OK. Nevermind then, let's stick with Exotic Skins mod and just use the drow skin in there.
- It will overwrite the existing skin instead of adding a new skin.
- It will also affect the Custom Class
If you can add it without overwriting existing skin and making it not affect the Custom Class it will be good. :)
Btw, I happened to learn more about the wardrobe features and able to determine how they would look without going in-game. Now that I'll be able choose which look we can pick, I'm questioning why drow only and are other skins really that bad? For variance, maybe we should pick more theme to remain. (See attachment for the list of added skins)
I saw in the AddedSkins.pdf file there is a skin that has not been included, Skin Metal & Stone. Can it be added too? ::)I guess, I can replicate the process and add some random numbers for the GUID of new wardrobe features...
If you are interested in adding another skin for more variety, you can see this mod: :PYeah, this would be a great addition but does it look like this mod is designed for non-visual armor gameplay...if so, how can we used this skin if it will just be covered by armors?...
Steampunk Cyborg Skin (https://steamcommunity.com/sharedfiles/filedetails/?id=174665143&searchtext=skin)
Yeah, this would be a great addition but does it look like this mod is designed for non-visual armor gameplay...if so, how can we used this skin if it will just be covered by armors?...
General PassiveI'll try if I can implement this.Note:
- "-1 to Weapon equipment requirements" effect on Offensive Mastery
- "-1 to Armor equipment requirements" effect on Defensive Mastery
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
By the way, How about adding skills to the Embermage class? especially Summoning skills for the Guardian Element. :)Yes, thank you. I'll add these summoning skills.
Things to do next:
Add EV Modpack new hairstyles for male characters
Add Steampunk Cyborg Skin as optional skin
Add Metal & Stone skins
Include the missing particle fx of Phantom Slash skill
QuoteQuote from: Sch123 on 29 October 2018, 16:12:53
By the way, How about adding skills to the Embermage class? especially Summoning skills for the Guardian Element. :)
Yes, thank you. I'll add these summoning skills.
QuoteQuote from: Sch123 on 29 October 2018, 06:56:57
General Passive
"-1 to Weapon equipment requirements" effect on Offensive Mastery
"-1 to Armor equipment requirements" effect on Defensive Mastery
Note:
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
I'll try if I can implement this.
@Sch123 No, I don't think it is that simple. The male head has a different circumference than the female, so I don't think it will work by just transferring the code of female hairstyles into male's. We will need someone who is proficient in 3D application for this.
I'm only interested with Estherians / All Classes
Fans of berserkers will need to include those mod in their load order.
@Sch123 what's your idea again for the toggle skill?
@Sch123 No, I don't think it is that simple. The male head has a different circumference than the female, so I don't think it will work by just transferring the code of female hairstyles into male's. We will need someone who is proficient in 3D application for this.
Hair Color No 48-51 (???)Is from Estherian Classes
@doudley Can you see files in this Happy's DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) mod, because there are new skins there. If there are new skins as they are said, I think that skin can replace porcelain skin. :)OK, I'll do that and good job finding this mod.
I like those new changes for general passives and thank you for the number of haircolors.
Will I use, the toggle skills of blade dancer into ember mage proposed toggle skills?
I don't think elemental mastery should be focused on berserkers. I think berserkers should remain shadowy, cold, and brutal.
Have you tried my BiA mod? There you can use korg and skaar, they have the special skill to charm enemies...you can witness its power and it is definitely too much, possibly the reason why the devs removed that effect in the actual game. I'm not against it entirely but I merely request to decrease its chance to work and please provide duration.
And yeah, feel free to post your desired new skill icon look. I can compile and convert them myself.
If Syl the Sage skin mod can be scrapped, then we will include it in our mod.
Estherian hair color, maybe I can tweak it to include coloring of facial hair. We'll see.
Btw, are you sure if I follow your number of hair colors, there would be no more duplicate or similarly similar color hue?
@doudley Can you see files in this Happy's DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) mod, because there are new skins there. If there are new skins as they are said, I think that skin can replace porcelain skin. :)OK, I'll do that and good job finding this mod.
Thank you for justifying your choice. I'm convinced to replace Phantom Slash with Cruelty from Blade Dancer class and replace Storm Vortex with Thunder Storm from Blade Dancer then change its name into "Tempest" (I like this new name too).
About recycling skill icons from deathknight mod, just point me what icon to use and where to use it our mod.
Change Adding Skill
> Done applying the requested changes in here
Change Skill Icon
> Honestly, I prefer your own researched icons.
And yeah, if there are needed change in the skill descriptions, feel free to provide. Its an easy enough task to change those anyway.
P.S. :-[ Darn it!...I forgot to back up the mod files, I'm already on may way back to my home. This means, I won't be able to build a test mod this weekend. Sorry.
I'll work on "Add effect skill to Passive skill.pdf" and "Need Tier Bonus.pdf" next week.
Btw, I thought you understood that the hair color codes uses the same file for both male and female. That is why they have an equal total count. Skins and Hair Styles use different files for male and female.
The #28-42 hair color, yeah, I forgot to include the dds files.
Skin Stone, I'm hoping it could still be fixed, I though, it is just an encode error that causes the graphical bug but maybe it is a texture issue. I'll try darkening them and if it stills bugs out then it really needs to be removed.
Asura skill, doesn't seem to have the laughing sound you mentioned. The data doesn't seem to be missing anything.
Same with Thunder Strike, can't seem to find any missing data.
Ember Mage Toggle skills
- Fixed Tempest skill, included missing affix
- Fixed Blood Lust skill, included missing stat
- Fixed Pool of Death skill, included missing textures
- Fixed Spirit of Death skill, included missing particle fx
- Fixed Root of Life / Death, included missing vine/snake model
- Ember Mage Toggle skills, fixed flame and storm aura
- Blood Lust skill, fixed unlinked particle fx
@Sch123 I think I can fix ember mage toggle skills and I already have some ideas to make those skills more interesting. Maybe you can give justification on why we should replace blade's into mongol archer's skills?
How about the special fx, which is better?Special fx in the Mongol Archer is better. ;)
I think we can compose our own toggle skills by using these two version as reference. What I don't have is dedicated use of GUTS, so we will have to use the existing particle fx/animation or their unit themes. But the effects/affixes, and how the skill is used can be our own.Awesome, we can create our own version of a toggle skill. :D
I've changed the ember mage toggle skills with mongol archers...however, I find them not appropriately beneficial to vanilla classes. I'm inspired with your idea to make them boost weaknesses into strengths.
While trying to understand the complex toggle system of these new skills, I worry and interested to find out how effective it is. Let me give you the premise of how these skills work.
Main skill simultaneously desummons, remove buffs, and summons an invisible pet that casts an aura to give buffs to any friendly unit who gets hit first (but most likely it would be the player due to the range is 0 to 0.5 and Pet is attached to player, center position). The buff includes a limiter, that way, the unit won't receive the effect in stack (would cause the game to lag if not done).
Here're my concerns, does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions? The skill does not point out to a specific unit, it just resummon it while attaching an affix to desummon any monsters. Its either my memory in modding is rusty or I just didn't encountered something like this before. As you know, I have a mod that allows summoning another customizable pet and that pet can also have their own pet and summons. It is already very much complex, that's why this toggle skills of mongol archer intrigues me.
P.S. I'm not sure about the request to add new effect on General Skills, the bleed effect feels inappropriate for the minions and the potion effectiveness and pet travel time, I think should remain item exclusive bonuses. Otherwise, we're gonna have all the bonus effects in the game's effectslist activated in our general skills. Makeover for the elemental guardians should be our last priority.
@Sch123 I'm sorry but I only compiled the current state of the mod. All of your input looks interesting and I agree that I need look for other toggle skills system but I have to get back to you about all of these next week. I do feel like the best toggle skills is your idea of giving the class a boost to make their weaknesses as strengths.
Also, now that you explained to me the bleed effect is for the pets & minions, I like it.
And yes, blade dancer's toggle skills are simpler, it is just a simple overwrite of effects. Like for example, activate skillA you will receive 100% of buff1 and 0% of buff2 then if activate skillB you will receive 0% of buff1 and 100% of buff2.
Yeah, I rearranged the wardrobe features and forgot update the unit data of the male classes.I was shocked when I wanted to test it, I saw his head open. At first glance it didn't look, but when I looked back there were several heads & necks open. Thank God! you've found the cause. It feels scary if you look too long. :D
The tempest skill is now fixed (finally), I found a missing piece of the skill, which is the missile unit from summoned invisible pet skill.
I think the thunder strike is also fixed. Included the missing stat data "Character Dexterity" on which the chidori storm (tier 3) effect get its damage multiplier.
Can you explain why the root of death/life still looks weird?When I use the root life / death skill, the root does not appear. Instead the ones that appear are white squares.
Yeah, I made a custom animation for asura but forgot to include the link in its skill data... :P
(It really won't work without that.... :P)
Let's use this toggle skill as bases, you can conceptualize which effects should they apply. Maybe I should add a visual indicator for the summoned invisible pets so that you would know if it is really unsummoned or not?
does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions?Yes it does desummon the pet and no, it doesn't affect other summons unless designed to.
I can help you with them toggle skills if you want. For the FEP toggles, I threw together the system we used based on something I saw forever ago on the TL2 forums - it may have been your customizable pet, but it's been so long that I can't remember.That would be very helpful, especially for toggle skills.
I've used this setup to do some interesting things with skills I never got around to releasing. I had an entire class setup where the toggle skills would slowly drain health while toggled on, but each skill would provide some unique benefits/effects/skills/etc. I can send you whatever I had & you can rip it apart as well, if you want.
I threw together the system we used based on something I saw forever ago on the TL2 forums