The author just took the base file of the dragon boss and turn it into a class..
A standard class is suppose to have a base file and the gender specific files for character creation. The base file usually points to skill and charge bar related code.
I'm not sure how far have you gotten into the charge bar creation.
You can try look into 'hum_arbiter_base' file, open it with notepad++
Then copy the lines from 'charges_max:1' until 'show_ui:always' into the dragon base file.
Then scroll down a bit, search for "add triggerable' copy the whole [effect] code and paste it into the dragon base file. Save up, load the mod in GUTS and rebuild.
The dragon will have the Embermage charge bar.. but the charge effect is still not charging up.
I have no idea why it doesn't work .. but if I had to guess, its due to the dragon unittype being messed up.
Hey @Lord Nyriox welcome back.
Hey @Lord Nyriox welcome back.
Yes chargebars are a fairly big area to cover, so bear with us as we try to phrase a response that is actually helpful ;) I'll come back and edit this post when ive got something...
@Lord Nyriox If you want a good Charge Bar mix that isn't game breaking yet highly appreciated then just mix Engineer with Outlander Charge Bar bonuses together and try to implement the Charge Used function to empower or affect some of the Dragon Skills
maybe make a custom Dragon Charge Bar Visual Texture... easier said than done I realize. :D
I do agree that Embermage's 100% Mana Cost Reductions (Free Skill Cost) and Berserker's 100% Critical Chance on Attack and an unknown % Chance boost on Skills is also questionable for balance sake.
Yes, a charge bar that inflicts debuff to the player is easily doable.
OK, let me make myself abundantly clear:
Someone needs to explain to me precisely what code I need to inject into my class to make a charge-bar work at all (including a comprehensive list of every single file that affects or is affected by the original vanilla charge mechanics), or charge-bars for this class WILL NOT HAPPEN.
...
From Darkness he awakes, in times of great need... It's told he's a legendary lurker, or some crazy guy, in fact he's just a modder, a very irresponsible and procrastinating modder... Here it is... It's-a me, Anarch16sync. Hi guys, just passing by...
Hi @Lord Nyriox pardon the delay in replying.
I composed a reply then saw that @Anarch16sync also answered, so pardon yet again if my answer doesnt flow smoothly from or into his (or Viz's or Steffire's lol).
So anyway I'll use the Arbiter's charge bar setup as the reference point for this short aswer to the question How does the Arbiter get those EFFECTs of "zero mana cost" and increased cast speed when their chargebar gets full?
The Arbiter's unit .DAT file specifies an "ADD TRIGERRABLE" EFFECT for the Arbiter unit, the "ARBITER_AVATAR" triggerable.
As the name implies, triggerables trigger something. The conditions for the trigger to fire are in the first part of the triggerable's .DAT. I'm not well-versed with these, so I'll point you to Triggerables page (http://torchmodders.com/wiki/doku.php?id=triggerables) on our wiki for details on those.
The ARBITER_AVATAR triggerable turns out to be a TRIGGERSKILL type of triggerable (there are only a few different types). So, as near as I can figure, because of that line "<STRING>SUBTYPE:MAXEDCHARGE" in the triggerable, when your Embermage hits maximum charge the named skill ("AVATAR") will trigger.
The AVATAR skill in turn adds the affix which gives the "zero mana cost" and increased cast speed effects (the "ARBITER_AVATAR" affix) and another to alter the charge mechanics for the duration of the affix (the "ARBITER_AVATAR_NO_DISPLAY" affix).
Weird how nothing so far references the "chargebar" itself! That's because the actual chargebar is just a graphical device at the end of all this stuff. It's driven by the ARBITER_AVATAR affix and displays whatever that affix is giving to the Arbiter at any point in time while it's active. And that's why there's that funny line in the Arbiter unit .DAT...
[CHARGE_AFFIXES_TO_WATCH]
<STRING>AFFIX:ARBITER_AVATAR
[/CHARGE_AFFIXES_TO_WATCH]
That explains how "burst"-type Charge mechanics work (Berserker / Embermage), but what about "scaling"-type Charge mechanics (like the Outlander)?
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
it definitely works, and will be included in the next build.