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Messages - xxis

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1
GUTS Editor / Re: Variable affix ranges on Unique Items
« on: February 16, 2017, 12:55:14 am »
First of all Welcome to the forums xxis!

Thanks! I'm glad TL2 still has such an active and friendly mod community.

He created a graph that allows the affix to become truly variable.  It is a Percent graph.  If you have this graph in your mod and add "Percent" in the graph override section of the affix, it will behave the way you want it too. I attached the graph, see at the bottom of the post.

This worked wonderfully, thanks! Was able to get my Unique items rolling in the ranges that I wanted to. To explain, I've been converting some Path of Exile Unique items over to TL2. More specifically Abyssus, which requires stat ranges to be somewhat variable to make it an interesting drop.

that might be in my range, will check on that later!
The chance to cast effect? let me see... else you can set the chance of the skill in the skill editor. also I remember a setting if a skill can proc from another skill or not -> true/false <- might be on the skill level itself...
also proc skills are somehow a special skilltype. I recommend you to search for a skill that has a proc skill and go deeper into anatomy for a better understanding.
what are the conditions for your skill to proc?

I dug around a bit and I was able to get it to work! The realm of skills is still pretty new to me so I'm still fiddling and trying to learn what I can. I'm still not entirely certain what specifically got it to work but what I did was clone a skill (in this case the Immolation Aura for the Embermage), remove all but one skill level, and change the [EVENT_TRIGGER] blocks of code to [EVENT_START]. I also removed the mana cost on the skill however I'm not sure if that's necessary. Interestingly enough my cloned skill still pulls from all of the Immolation Aura's affixes, however I suppose that isn't too surprising that that works.

I had previously been just trying to insert the skill name into the EffectName field for the affix, with the Effect being Cast Skill On Strike. As I mentioned earlier this worked for the Wand Chaos skills (WC_Thunderstorm, etc), however interestingly enough WC_Stormclaw doesn't seem to work still. That's something I'll have to investigate.

For an unrelated question does the PULL effect require some specific fiddling to get to work? I've wanted to get reverse knockback on a pair of Unique gloves but setting negative values to KNOCKBACK didn't seem to do anything. Likewise the PULL effect did not seem to do anything either in my testing.

Also does the Learn Skill effect require the skill to be already "assigned" to the player? I noticed Salan mentioned that it needs to be attached to the unit/player file and I'm still trying to decipher what that means.

2
GUTS Editor / Variable affix ranges on Unique Items
« on: February 14, 2017, 04:04:31 pm »
Hello TorchModders!

I've been trying to get variable affix rolls on my Unique items and it doesn't seem to work properly for some effects. For example, rolling attributes like Dexterity works reasonably fine as long as I don't use No Graph but other effects like Critical Hit Damage don't seem to work. If I set the min/max range from say 30-50% it ends up picking some seemingly random value like 43% that rolls that way every time the item spawns. Is there something silly I'm missing here? I initially thought Critical Hit Damage maybe scaled with a function similar to main attributes but it doesn't seem to be based on what the Effects viewer shows. I've also tried fiddling with other variables like No Graph to see if that had any impact but that didn't do anything.

Also, do some Skills not work with the Chance to Cast effect? I've been trying to get the Embermage's Shocking Orb skill to proc as an affix on a Unique item and it doesn't seem to work. I also tried Eviscerate which didn't seem to work either but specific Skills like WC_Thunderstorm and WC_Eviscerate seem to work just fine.


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