Torchmodders
Modding => Modding Questions => Topic started by: Salan on September 07, 2014, 11:58:03 am
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not to take over the arena thread...
so I can't for the life of me get my target_unittype to work correctly.
Here is what is set up and why I am confused on what I am missing:
Unittype: TARGET_ELITE
[TARGET_ELITE]
<STRING>NAME:TARGET_ELITE
[/TARGET_ELITE]
unittype: MONSTER_ELITE
[MONSTER_ELITE]
<STRING>NAME:MONSTER_ELITE
<STRING>child:MONSTER
<STRING>child1:CHARACTER
<STRING>child2:ANY
<STRING>child:TARGET_ELITE
[/MONSTER_ELITE]
The base skill applies affixes to the player
[SKILL]
<STRING>NAME:RANGER_NATURE_GIANTKILLER
<TRANSLATE>DISPLAYNAME:Giant Killer
<STRING>SKILL_ICON:icon_turnevil
<STRING>SKILL_ICON_INACTIVE:icon_turnevil_grey
<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_ALIGNMENT:GOOD
<STRING>TARGET_TYPE:SELF
<STRING>ANIMATION:special_gen_buff
<STRING>MANA_COST_GRAPH:MANACOST_BIG
<FLOAT>MANA_GRAPH_SCALE:1.3
<FLOAT>SPEED:2
<INTEGER>COOLDOWNMS:1500
<FLOAT>TURNRATEOVERRIDE:-1
<STRING>REQUIREMENT_GRAPH:SKILLTIER6
<BOOL>DUELWIELD_REQUIRED:1
<BOOL>CAN_BE_SILENCED:0
<INTEGER>MAX_INVEST_LEVEL:15
<INTEGER64>UNIQUE_GUID:-2080130591739349721
[LEVEL1]
[EVENT_START]
<STRING>FILE:media/skills/ranger/nature_giantkiller/giantkiller_cast.layout
<BOOL>ATTACHES:1
<BOOL>APPLYEFFECTS:1
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:SELF
<STRING>AFFIX:RANGER_NATURE_GIANTKILLER_1
[/AFFIXES]
[/EVENT_START]
[/LEVEL1]
these affixes assign a 'cast spell when skill strike'
[AFFIX]
<STRING>NAME:RANGER_NATURE_GIANTKILLER_1
<INTEGER>RANK:0
<INTEGER>MIN_SPAWN_RANGE:0
<INTEGER>MAX_SPAWN_RANGE:100
<FLOAT>DURATION:0
<INTEGER>WEIGHT:0
<INTEGER>SLOTS_OCCUPY:0
[EFFECT]
<STRING>NAME:RANGER_NATURE_GIANTKILLER_ELITE_1
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:5
<STRING>TYPE:CAST SKILL ON SKILL STRIKE
<STRING>STATMODIFYNAME:EFFECT LEVEL
<STRING>STATMODIFYPERCENT:100
<BOOL>EXCLUSIVE:true
<BOOL>MODIFIERISBONUS:true
<FLOAT>MIN:3
<FLOAT>MAX:3
[/EFFECT]
[/AFFIX]
these affixes fire this skill on triggering
[SKILL]
<STRING>NAME:RANGER_NATURE_GIANTKILLER_ELITE_1
<TRANSLATE>DISPLAYNAME:GiantKiller ELITE
<STRING>SKILL_ICON:icon_turnevil
<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_UNITTYPE:TARGET_ELITE
<FLOAT>RANGE:20
<INTEGER>COOLDOWNMS:500
<FLOAT>FINDTARGETANGLE:360
<FLOAT>TURNRATEOVERRIDE:-1
<BOOL>HIDDEN:1
<BOOL>INTERRUPTABLE:1
<BOOL>CAN_BE_SILENCED:0
<INTEGER64>UNIQUE_GUID:7045692403799360456
[LEVEL1]
<STRING>TARGET_UNITTYPE:TARGET_ELITE
[EVENT_START]
<STRING>FILE:media/skills/ranger/nature_giantkiller/giantkiller_hit.layout
<FLOAT>WEAPONDAMAGEPCT:150
<BOOL>ATTACHTOTARGET:1
<BOOL>DAMAGESHAPES_HIT_ONCE:1
<BOOL>APPLYEFFECTS:1
<INTEGER>MAX_UNITS_HIT:1
[EFFECTS]
<STRING>TARGET:SELF
[EFFECT]
<STRING>NAME:RANGER_NATURE_TREE
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD STAT
<FLOAT>MIN:-2
<FLOAT>MAX:-2
<FLOAT>CHANCE:100
[/EFFECT]
[/EFFECTS]
[/EVENT_START]
[/LEVEL1]
[STATWATCHER]
<STRING>STAT:RANGER_NATURE_TREE
<STRING>PRIMARY_TARGET_TYPE:SELF
<STRING>SECONDARY_TARGET_TYPE:VALUE
<STRING>WATCH_TYPE:GREATER THAN OR EQUAL TO
<FLOAT>SECONDARY_VALUE:2
[/STATWATCHER]
[/SKILL]
right now this proc hits everything
there was this line just after the add stat -2, which I have removed
[AFFIXES]
<INTEGER>AFFIXLEVEL:1
<STRING>TARGET:ENEMY
<STRING>AFFIX:RANGER_COMBAT_BLEED_DAMAGE_10
[/AFFIXES]
but even with that the skill shouldn't have been firing against normal monsters or target dummies.
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So i did a test with my thorn rapid fire skill
using the unittype_target:Target_elite
works fine, it misses everything.
What is interesting thou is that it still fires the skill, MAYBE what I am seeing isn't a bug, the skill is still firing the layout and graphic, but it is not effecting the non_elite monsters.. its hard to read the combatlog correctly .. so I am going to add a
<BOOL>REQUIRES_TARGET:1
to the procs and see if that does anything.
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I believe the proc is actually working as intended.
The target_unittype doesn't stop the layout from firing, it simply stops the damage from taking effect. In a proc it is very difficult to tell what is going on even in the combat log with a pure damage proc.
eitherway, it works.
Oh and the stat deduction fires regardless, I will be moving all of that to TRIGGER_UNITHIT instead of TRIGGER_START...