Torchmodders
Modding => Modding Questions => Topic started by: Rhythmier on April 08, 2019, 02:54:24 am
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Can anyone explain to me how this skill % to cast works?
I've been trying to mimic this skill with different % and different Triggerables but I can't seems to make it work the way I wanted.
So this is basically what I wanted to do, I want a skill to have [% to cast (Skill1)] after using a charge (its the same as engineer's charge). From what I know, affixes [cast spell] requires auto attack to work even if I add triggerables [usedcharge] before this skill with such affixes, and I tried, it didn't work
I studied Charge Domination a bit, and found that in the skill [level] section there's chance to cast skill, and its programmed as such:
[LEVEL1]
<INTEGER>CHANCE:3
[EVENT_START]
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:SELF
<STRING>AFFIX:RAILMAN_CHARGE_MASTERY_PROC
[/AFFIXES]
I saw the integer, and I mimic the whole skill set
[LEVEL1]
<TRANSLATE>DESCRIPTION:50% chance to get full charge
<FLOAT>RANDOMRANGE:0
[EVENT_START]
<BOOL>NOSTEALEFFECTS:0
[EFFECTS]
<STRING>TARGET:SELF
[EFFECT]
<STRING>NAME:Railman_Charge_Mastery
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<INTEGER>LEVEL:1
<STRING>TYPE:ADD TRIGGERABLE
<FLOAT>CHANCE:100
[/EFFECT]
[/EFFECTS]
[/EVENT_START]
[EVENT_END]
<BOOL>NOSTEALEFFECTS:0
[EFFECTS]
<STRING>TARGET:SELF
[EFFECT]
<STRING>NAME:Railman_Charge_Mastery
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:REMOVE TRIGGERABLE
<FLOAT>MIN:100
<FLOAT>MAX:100
[/EFFECT]
[/EFFECTS]
[/EVENT_END]
[/LEVEL1]
the only changes I was to change to description to 50% as I wanna test if its correct
After messing with triggerables action, I link it to the skill below,
[LEVEL1]
<INTEGER>CHANCE:50
[EVENT_START]
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:SELF
<STRING>AFFIX:RAILMAN_CHARGE_MASTERY_PROC
[/AFFIXES]
[/EVENT_START]
[/LEVEL1]
as you can see, I made it 50%
But then it didn't work as I intended, its either always 100% to cast, or it won't cast at all if I reduce the Triggerable chance at the affixes.
May someone enlighten me on this? :'( :'( :'(
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I'm not the best person to answer your question, but there are not many ways to simulate randomness in GUTS.
I think you should use a CAST SKILL affix in the trigger file, with a 50 in MIN and MAX values.
You'll have to create a new skill with a PROC type, no animation and the RAILMAN_CHARGE_MASTERY_PROC affix in the START EVENT.
I'm not sure it works though.
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Hi @Rhythmier :)
In your test did you also use a proc-skill in between the triggerable and the affix, like the vanilla Charge Mastery does?
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this should work.. but it could be simplified by using the cast on kill effect, no idea why the convoluted it, cast on kill might have bugged when they were doing testing and they chose this way to fix it.
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Hmm... @Korzeam method is exactly what I did, but it didn't work, coz from what I found digging around forums, [Cast Skill] actually required auto attack to activate, since in this case I'm using triggerables and not auto attack, [Cast Skill] wouldn't work, unless my skill is hitting something, which is not what I intended.
@Phanjam yes i did, and it didn't work, or at least the % to proc didn't work :'(
@TwinkleToes where should i use [cast on kill]? triggerables? or just straight up at skill?
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you can straight up replace the triggerable with just "cast on kill" the effect is a proc and its proc rate can be easily tweaked and scaled so there is no need to use multiple skill levels.
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Hmm... that didn't work no matter what I do... Nevermind I think I'll just scrap the idea. I'm close to completion, don't wanna waste more time since this mod has been going on for WAY~ too long.
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If ur game for one more shot, paste the skill code here - maybe we'll see someth g helpful :P
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@Phanjam probably not, as I have redesign that skill and my custom character class is now ready for Beta :D
I'll probably upload the mod this weekend, though I hope I could've use more time but I'm really just getting busier and busier everyday with my newborn. So expect a new class coming soon. :P
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Hey congrats on the newborn @Rhythmier ! Thanks for pushing thru on the mod since everyone knows family (and especially newborns) come first :D looking forward to checking it out!