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Messages - Korzeam

Pages: [1] 2 3 ... 12
1
Modding Questions / Re: Custom Charge Bar...
« on: July 15, 2019, 09:46:01 pm »
I don't have the time to make some checks right now, but I believe you have to create your own Chargebar STAT and  handle it in the STAT EVALUATOR of your UI chargebar.
I has also to be handled in your TENEBRISFULL affix, like this :

[EFFECT]
      <STRING>NAME:TENEBRIS_CHARGE_BAR_STAT
      <STRING>ACTIVATION:DYNAMIC
      <STRING>DURATION:12
      <STRING>TYPE:ADD STAT
      <FLOAT>MIN:1
      <FLOAT>MAX:1
      <FLOAT>CHANCE:100
[/EFFECT]

2
Modding Questions / Re: Custom Charge Bar...
« on: July 15, 2019, 08:37:53 pm »
Hi !
The charge bars are a pain in the ass in Torchlight 2.  ;)

Can you check this first ? (I've used the keyword "Tenebris" but you can replace it by what you want).

Does you human_tenebris_base.dat file contain those 3 items ?

[EFFECT]
      <STRING>NAME:TENEBRIS_TRIGGER_CHARGE_BAR
      <STRING>ACTIVATION:DYNAMIC
      <STRING>DURATION:INSTANT
      <STRING>TYPE:ADD TRIGGERABLE
      <FLOAT>CHANCE:100
[/EFFECT]

[SHOWUI_ALWAYS]
      <STRING>MENU:TENEBRISCHARGEBAR
[/SHOWUI_ALWAYS]

[CHARGE_AFFIXES_TO_WATCH]
      <STRING>AFFIX:TENEBRIS_CHARGE_BAR
[/CHARGE_AFFIXES_TO_WATCH]


For each item you have to create your own version of the ARBITER version.

3
Mod Showcase / Re: Darkened TL2 UI (Re-texture Mod)
« on: May 02, 2019, 10:20:19 am »
Very nice !  ;)

4
Mod Showcase / Re: Deathknight class
« on: April 09, 2019, 10:07:43 am »
@Korzeam, I found a bug in the Living Blood skill on the Death Knight. When we use the skill and we do respect skills, but the skill still works even though the skill points we have given are gone.

If I'm not mistaken, maybe you can give an "Event end" for that skill. So when the skill is respec, the skill will stop working, but I am not sure. ::)
Thanks for reporting this bug.  ;)
I'm not sure how to solve it but I'll take a look.

For the respec bug I don't think it still exists with the last update.

5
Modding Questions / Re: Charge Domination %
« on: April 09, 2019, 10:04:05 am »
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.

6
Textures & Graphics / Re: Cool basics
« on: February 20, 2019, 11:19:14 am »
It's really nice @TwinkleToes  !  ;)
Do you intend to publish a mod with that stuff ?

7
Pet Variants Mod / Re: Pet Variants Mod
« on: February 18, 2019, 12:59:48 pm »
Yes I see that.
Well, he could have used same names and GUID than me, it would be more simple.  :P
If I change names and GUID now, some people could have issues...

8
Mod Showcase / Re: Deathknight class
« on: February 16, 2019, 05:31:28 am »
Hi @Viz !
It seems that you have unpacked my mod.  :)

I tried your suggestion and it works !
I don't really understand why it happens to this skill and not others though (maybe because it's a passive skill ?)

Thanks a lot !
 ;D

9
Mod Showcase / Re: Deathknight class
« on: February 16, 2019, 12:59:04 am »
I don't know what causes the bug with the Raise Dead skill, it's quite standard.  :(

For the lich king sound, I like the full sound so I've made a change to play the full sound only 10% of the time.
The rest of the time, he will only laugh.

10
Mod Showcase / Re: Deathknight class
« on: February 06, 2019, 12:53:47 pm »
I almost forgot, I found the armor shoes on the Male Deathknight seemed to have a slight problem with texture. There is a line that connects the armor shoes. This also happens to the armor set shoes because the Male Deathknight's armor set (for lv 45) uses the same armor for the starter armor.

When trying to use other armor shoes this didn't happen.
It's barely noticeable on my screen so it's not a big deal.

Last Update for balance :
- Blood Tornado damage has been raised
- Damage from Blood Falls has been splitted in weapon dps + flat damage
- Damage from Death and Decay has been reduced

And I've published the mod on Steam.  :)

11
Mod Showcase / Re: Deathknight class
« on: February 03, 2019, 10:31:44 am »
By the way, what will you do after this?  ::)
Will you try to fix & improve the Paladin (Crusader) Class Mod? :P
I can't promise that.

First I will publish the Deathknight within a week (I just need to test it a little more).
I have also to make very light changes in Variant Pets.
After that, breaaaak !

I spent 300 hours on the Deathknight and I'm tired now.
I'm not sure I will come back, because it's not good for my social life.  ::)
We'll see...

By the way, do you survive Elite Synergies with it ?

12
Mod Showcase / Re: Deathknight class
« on: February 03, 2019, 09:13:58 am »
I thought you would give a different set of items for each category, but it turned out that the three used the same model. But it's okay. :P
If you look closely, the colors are slightly different.
Ok, with a lot of black each time.  ;)

Quote
By the way, can you change the position of holding a weapon for Death Scythe, because it's too above when he holds it?
It's linked to the model, so I don't know how to do that, and personnally I think it's fine like this.
If the hand was closer to the handle it would be unbalanced because the weight come from the blade.

Quote
I have an idea, what if you replace the effect on the armor set on "6 set armor" in Frost & Unholy. Because what I see when 6 sets of armor are collected it will have an additional effect of elemental (ice & poison) damage. I thing It might be good like this:
Frost = Frost aura, giving a cold which slows down the surrounding enemies
Unholy = Unholy aura, spread disease to every enemy around
The affix text is not very clear, the 6P effects don't do damage.
For the 6P frost armor you have 100% chance to freeze enemies when you strike them (that slow them down by 33%).
For the 6P unholy armor you have 100% chance to poison enemies when you strike them (that reduce armor and damage by 33%)
It's very powerful !  :D
I won't make auras, sorry.

13
Mod Showcase / Re: Deathknight class
« on: February 03, 2019, 07:05:12 am »
I have the idea to give a little booster effect during Full Charge, by giving effect: "Increasing 3 rank for all skills (Active & Passive) that you have learned".
I got the idea of "Skill Shrines" found in the original game, which can boost skills temporarily. Also from this mod skill_potion.:D
I considered the idea but finally i won't do it.
The problem is the charge bar would be less interesting at high level than before.

So, Update (probably one of the last) :

- The beam effect of the charge bar is less bright
- I've implemented 3 sets lvl 105 (one for each tree)

Item tags :

item DK_BLOODKNIGHT_GLOVES
item DK_BLOODKNIGHT_HELMET
item DK_BLOODKNIGHT_BOOTS
item DK_BLOODKNIGHT_CHEST
item DK_BLOODKNIGHT_PANTS
item DK_BLOODKNIGHT_SHOULDERS

item DK_FROSTKNIGHT_GLOVES
item DK_FROSTKNIGHT_HELMET
item DK_FROSTKNIGHT_BOOTS
item DK_FROSTKNIGHT_CHEST
item DK_FROSTKNIGHT_PANTS
item DK_FROSTKNIGHT_SHOULDERS

item DK_UNHOLYKNIGHT_GLOVES
item DK_UNHOLYKNIGHT_HELMET
item DK_UNHOLYKNIGHT_BOOTS
item DK_UNHOLYKNIGHT_CHEST
item DK_UNHOLYKNIGHT_PANTS
item DK_UNHOLYKNIGHT_SHOULDERS

14
Mod Showcase / Re: Deathknight class
« on: February 02, 2019, 04:29:56 am »
UPDATE :

- Shield Break chance in Precise Aura has been slightly reduced
- New special effect when Sindragosa dies and the CD has been raised to 1mn
- Death Grip builds more charge and mana cost has been slightly reduced
- a few changes in Death Scythe affixes
- I've created an armor set for lvl 45

armor set tags :
item DK_DARKKNIGHT_HELMET
item DK_DARKKNIGHT_GLOVES
item DK_DARKKNIGHT_BOOTS
item DK_DARKKNIGHT_CHEST
item DK_DARKKNIGHT_PANTS
item DK_DARKKNIGHT_SHOULDERS

15
Say Hello / Re: Hello TorchModders! Super late to the party
« on: February 01, 2019, 10:05:32 am »
Welcome @Giallo !
 :)

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