[SKILL]
<STRING>NAME:IcePrison
<TRANSLATE>DISPLAYNAME:Ice Prison
<TRANSLATE>BASE_DESCRIPTION:You summon pillars of ice around a target, trapping it within. You, however, can pass through the barrier. Pillars reflect damage back at foes attacking them.
<TRANSLATE>TIER1_DESCRIPTION:Ice pillars inflict damage when shattering
<TRANSLATE>TIER2_DESCRIPTION:Foes within the prison are damaged over time
<TRANSLATE>TIER3_DESCRIPTION:Cooldown reduced to 2 seconds.
does yours looks equal?OK, still figuring out working with skills myself but let me try!
First of all I have to ask how you want to switch between these buff skills! as passive skills normally apply their bonuses "always" I cant imagine the mechanic used to switch between buffs...
This is however important since I can think of many ways working around...
using stats and stat requirements might be the way.
Give your skills some stat requirements, each skill has its own stat. Now when skill 1 gets activated it removes the stats of skill 2 and 3. When the skill ends it adds the stats again so you can choose freely between alll of them.
the required stats have to be attached to the player.dat using an affix with "add stat" effects and the stat names in the "EffectName" gap.
For your Tier description problem I checked up the UI file (skills_rollover.layout) but it is all set up with "scale to fit" so it has to be your code...Code: [Select][SKILL]does yours looks equal?
<STRING>NAME:IcePrison
<TRANSLATE>DISPLAYNAME:Ice Prison
<TRANSLATE>BASE_DESCRIPTION:You summon pillars of ice around a target, trapping it within. You, however, can pass through the barrier. Pillars reflect damage back at foes attacking them.
<TRANSLATE>TIER1_DESCRIPTION:Ice pillars inflict damage when shattering
<TRANSLATE>TIER2_DESCRIPTION:Foes within the prison are damaged over time
<TRANSLATE>TIER3_DESCRIPTION:Cooldown reduced to 2 seconds.
keep me updated on how this works out
lolesch
Hi Rainemard, welcome to the modding community. :)
I've answered your post in your Reddit thread but I'll post it here again.
GUTS game mode sometimes displayed certain things incorrectly.
The skill description should appear correctly (without the extra spaces) when you try your mod in-game.
Hi @Rainemard , welcome to Torchmodders!
First can i ask if you do your skill editing in a text editor or in GUTS? Because i find it easier to explain if it's making edit s in a text editor ;) so here goes...
You can also set it up so the "start" and "stop" instructions are all contained in the skill .DAT file itself. Following is an example from a TL1 skill, the "Aura of Thorns" skill of the Destroyer class.
The first [EVENT_START] block (in red) has the STOP_SKILL effect and it's targeting the other Destroyer aura skill "Entropic Aura". So when you activate Thorns, it will stop Entropic.
The Entropic Aura skill is coded the same way, but points to the Thorns Aura, to stop it when you activate Entropic.
Hope i made sense :D and hope that was helpful!
BTW, am glad you chose to ask for help over here; tells me we're doing something right lol!
Another question I ran into, since it seems no vanilla skill seems to behave this way; I want to create a buff skill that lasts 60 seconds, which will add Convey Silence/Poison 30%/60%/90% to your weapon. Do I need to make two skills out of this like how Coupe de Grace works, or is it possible merge them into one skill?haha, once more I wonder about your mechanics - when the buff duration is 60 sec, what will be the cooldown of that skill?
I want the skills to be mutually exclusive with each other. If one buff is active, you can't have the other two active.
You can also set it up so the "start" and "stop" instructions are all contained in the skill .DAT file itself. Following is an example from a TL1 skill, the "Aura of Thorns" skill of the Destroyer class.
Also, is there an IRC chat for these forums so I can ask small questions like these? Or is that what the shoutbox is for?Oh the shoutbox is terrible for Q&A :D thats just for greets