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Messages - TwinkleToes

Pages: [1] 2 3 ... 14
1
Modding Questions / Re: Charge Domination %
« on: May 10, 2019, 09:33:57 pm »
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.

2
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: May 10, 2019, 09:29:10 pm »
I threw together the system we used based on something I saw forever ago on the TL2 forums

was it this lol?
https://forums.runicgames.com/discussion/57868/guide-fully-working-toggle-skill-system

that was me when i came up with the 1st version using invisible pets and unit themes
then someone posted another version a day later using stats
i distinctly remember this since i got super hyped when i discovered it lol

i ended up learning from the other one and can do a super clean toggle skills now :D
there are some limitations though, like being unable to have them permanently from zone to zone(because of how normal skill re specs work)

3
TL1CP 2019 Baseline / Re: Destroyer Rebalance
« on: April 09, 2019, 11:06:36 pm »
yep, those attaching particles are called line emitters

the chains can be any number they are just there to visually represent the area of effect, obvioulsy having one chain particle would not be fit to represent an angled cone, but you can go with the minimum of two extending chains coming from the angles radii to show the boundaries of the cone and still use line emitters to show the targets being tethered to the character

4
Modding Questions / Re: Charge Domination %
« on: April 09, 2019, 10:59:46 pm »
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.

5
TL1CP 2019 Baseline / Re: Destroyer Rebalance
« on: April 07, 2019, 06:29:43 pm »
yep thats why i suggested lost arks method, since you can depict the skills range with purely the visuals itself and not need to rely on a range indicator, even if you use line emitters like the original design you could still show the skills range with the same method and it would still look more tasteful than a generic range indicator lol

anyway i was curious if something like that could be done and tried to recreate it with anscetral reach, seems pretty doable to me lol
Spoiler (hover to show)
had to do some rejigging so the whole thing fits with the particles, like the pull timing and pull strength etc.

also heres a gif of how it covers the aoe, and why you dont need a range indicator for it
https://i.imgur.com/5OAWYMT.gifv



6
TL1CP 2019 Baseline / Re: TL1CP Update 4 - A new baseline (I hope)
« on: April 06, 2019, 08:52:26 pm »
nice :D

@Anarch16sync
thanks for doing maintanace on the mod, cleaning up files and squashing bugs are probably the most annoying things to do when modding lol

7
TL1CP 2019 Baseline / Re: Destroyer Rebalance
« on: April 06, 2019, 08:16:17 pm »
hmm

you could look at other games for reference, the best way visually, ive seen a skill like this done is from Lost Ark (great game btw, but hard to play w/o vpn so rip)
about 5 seconds in and you'll see the skill im talking about.
Spoiler (hover to show)

also check out the Berzerkers chain snare to model the particles around, it has the extending and retracting chain visuals youd be looking for if you were to follow Lost Arks example.

8
TL1CP 2019 Baseline / Re: TL1CP Update 4 - A new baseline (I hope)
« on: April 06, 2019, 02:24:24 am »
eyyy long time no see anarch
im in on anything if ya need me :D

i actually want to finish all the alch skills in the minion/pet tree and give blighted effects to all the spells in the 1st tree, also give some juicy particles for the ones i haven't yet touched.

the new animations sound hype too.

9
Modding Discussions / Re: Arc Beam Affix Duration
« on: March 20, 2019, 04:18:58 pm »
heyo

i think the channeling skills minimum duration is overriding the affixes which keeps the duration to 1 second, ive tried changing the minimum duration but it didnt really do anything lol, so im not 100% sure as to what the cause of the problem is, however i did come up with a solution

1st.
set the durations on the affixes to "blank" not 0, that implies it has a duration at all, it has to be blank so it can be later overridden.
heres an example
Spoiler (hover to show)

2nd
within the event setting inside the skill, give it a duration override
like so.
Spoiler (hover to show)

done.
that should get the effect that your hopefully trying to achieve


10
Help Wanted / Re: anyone good at UI?
« on: March 10, 2019, 02:03:37 pm »
Quote
what about a passive skill that adds/enables an active skill or something like that.
yep came to that conclusion too as stated in my OP, but it ends up having prolems, since the active skill cannot start at lvl 0, it has to start at lvl 1 to properly function, but... getting a skill from level 0 to level 1 with just effects is harder than expected lol, i tried the "learn skill" effect but it ends up adding the skill to your spell slots so RIP, i also tried using "set skill level" but it doesnt seem to work, lastly i tried to use "skill bonus" but that only applies to a skill that actually have levels in them, i planed to use skill bonus for leveling up the skill itself but... it needs the skill to already be lvl1

Quote
man you need some UI experience XD
the hard coded "hide" can be easily recreated with a custom text element (dont go the screenshot way, they are so badly to adjust later on...) I can help you with that when you get stuck!
yep lol
"hide" in this case is very specific because i have to hide the UI only when i reach max rank on that skill, but that requires the skill to be somehow tracked with stats, as previously discussed i would have to do a bunch of rerouting to get a stat that tracks that specific skills level, via assigning it with a custom button and somehow removing/altering those stats with a hidden passive skill so it doesnt get in the way of respecing


Quote
you level up a skill that gives you a stat that you dont want to have?/remove via UI?
nah i just want it as a hidden passive which clears/changes that stats i get from the UI, but specifically only when i respec out of the skill


11
Help Wanted / Re: anyone good at UI?
« on: March 10, 2019, 01:21:44 pm »
Quote
you dont have to, just strech it within the UI editor?
ahhh yesss got it, i used the stretch function instead of the anchor function for the progress bar and got it to work
woo, i was thinking id have to use the anchor function so it stays in place or something, thanks :D

thats the 1st problem out of the way lol

Quote
You can link the button to a stats operator that adds a stat on mouseinput via UI
thanks, ill investigate using the UI, but respecing will still get in the way.

Quote
not quite sure if I get you there...
EVENT_END on a passive skill always happens when you respec out of that passive skill, but it also happens when you switch weapons, and move in and out of zones, EVENT_END on a passive skill is where stats/effects are cleared so they do not stick onto the player when they respec.

i wanted EVENT_END to only specifically happen when the character respecs thier points and not on the other actions, there are some skill concepts that would be much better if we could somehow do this, mainly toggle skills, but for this case i just want to utilize it for clearing the stat given to me via the UI when i level up the skill



anyway since the 1st problem is solved im thinking of another completely different way to fix the other problem via the UI, maybe i could just make a custom texture that goes right on top, i can take a screen shot of the text that says 0/15 and just make that into a UI element to stick on top of the original lol, but id have to find a way to hide it when i max out the skill, since the original text appears to be hardcoded to hide itself when maxing out.

12
Textures & Graphics / Re: Cool basics
« on: March 10, 2019, 12:19:50 pm »
hey @TwinkleToes for deeper understanding of particles and animation, how do they work?
heyo
thats kinda broad lol, they are two completely separate systems, but they are often combined to get a specific effect

Quote
I assume the character is linked to the weapon animations based on the weapon equipped and the animations use particles in a timeline?
yep, inside the PC's folder you can see a list of all the animations the "HUM_F/HUM_M" models can use, there is also a
.ANIMATION file which determines what hapens within the timelines of the animations, the original classes share a shared animation file but when making a custom class you can create a custom animation file and call it back from the unit file your custom class uses(so you dont mess with the originals) you can then specify all the animations you want to use in there (these animations have to share the same folder as the animation file)


Quote
and the different weapon animations have a chance to proc?
numerically yea, eg. if you have 3 animations for a basic attack they will all have a 33.3% chance

Quote
I wonder because sometimes I feel like my melee weapons tend to use piercing animations more often then swinging
you can simply delete the piercing animation lol, but if you want it to procc less duplicate your other animations and rename them

there is a hardcoded rule for basic attack animations, if they are named a certain way
for instance originally there are 3 staff animations (STAFF1, STAFF2, STAFF3) lets say STAFF3 plays a piercing animation
you can clone STAFF1 and STAFF2 and rename them to STAFF4 and STAFF5 and they will work as new basic attack animations for the staff, doing this will technically double the chance of STAFF1 and STAFF2 from playing since STAFF5 and 4 are just clones of them.

Quote
animations with have a different damage shape?
nope they are all the same hardcoded damage shapes, regardless of what animation plays, different weapons have different ranges and arcs, the exception to this would be missile firing ranged weapons(pistol, bow, xbow) their range can be modified via an effect called "MISSILE RANGE BONUS"

Quote
could we increase the damage of piercing attacks as a compensation?
technically yes, if you add two "HIT" events on that animations time line it will hit twice, doubling its damage, but you can only ever double, triple, quadruple etc. by adding more hits


13
Help Wanted / Re: anyone good at UI?
« on: March 10, 2019, 10:58:18 am »
#edit: try this first... in the UI properties of the progressbar you will find MAXVALUE = 100. try 75 instead or stretch that bar width to 211 if both wont do the job I have another workaround.
heyo :D
ive tried both, but havent gone too far into it, the mod @Sch123 showed me with the custom 5 tiers uses a custom progress bar too, i was thinking of making a custom texture sheet with an edited version of the original to stretch out, ill see if that works.

Quote
you need to give your skill an affix that adds a custom stat with each level to your player. Then get rid of the widget name (they work like links, so removing that disables the skills access to that element, everything else keeps working as intendet) of the progressbar and use the stat1 stat2 properties instead. stat1 is your new created skill stat and stat2 is another one to create with a flat 15.
Instead of the Invested text create a new UI Stat object and use the same mechanic here and hide (or delete) the old one.
ill see what i can do, getting a skill to do something as you press the level up button requires the skill to be tagged as a "passive" skill, in my case its an active skill so id have to use the skill 1st to give me the stat, but there might be some option via the layout editor to have damage shapes start on load which would be the same thing passives do.

the main concern i have with doing this is with respecing, id have to create a hidden passive to clear the stat, but... event_end recognizes a bunch of other actions as "end" like warping out of zones, changing weapons etc, id have to find a way to somehow make event end respect only skill respecs (which i still havent figured out to this day lol)

14
Help Wanted / Re: anyone good at UI?
« on: March 08, 2019, 11:27:37 pm »
@TwinkleToes

What about adding a tier level to 5 tiers rather than 3 tiers.
I think if you look at that mod you can find what you are looking for. :D

the result would be the same since the skill "maxes out" at lvl 15 and the 5 extra levels are there to make the animations change, but i had a look at the mod and got some useful hints, thanks.


I will have some time to look into this this weekend. What i thought of exploring was to somehow edit the value that is given to the skilltree and the skill tooltip layouts, to "trick" the layout to display what u want.
thanks phan, heres the whole skill code https://pastebin.com/wFwB9P78
in case you want to model the skill to better investigate.


The trick UI idea could work in a two possible way, one I can think of is to make a logic that changes the <STRING>WIDGET NAME: 's input (I don't if that will activate on the fly). The second one I can think of, is to have two skills registered in the UI and only show the x/15 thingy of the dummy skills, exactly on top of the actual skill's x/20 (Not sure how that would that look, though).
heyo doudley :D

clueless about the 1st method lol, all know is that widget names are hardcoded, so its hard to try anything with them
the 1st thing i tried was the 2nd method but it spawns a bunch of other problems, mostly with respecing


15
Help Wanted / Re: anyone good at UI?
« on: March 07, 2019, 05:20:40 am »
@TwinkleToes

I have an idea but I don't know whether this method can be done or not.

Is it possible to separate the three Combos into 3 active skills (Pierce, Slash, Crush)?
So that the skill can be separately given a skill point, so you will be more free to give the effect you want to develop each tier.

That way the function of the skill "Thousand Cuts" can be used like trigger to 3 combo skills, provided that at least you have to give skill points to each combo skill (Pierce, Slash, Crush). The skill is like a skill that can run combo skills together.
dont know if its possible to have another active skill trigger 3 other active skills in order, if it is i think it would probably be way more technically difficult to pull off than what ive done.

but its possible to compress what i have now into 3 levels(instead of 20) and have another separate passive skill to rank up and give a stat which increases the effects of affixes and whatnot on the 3 level skill, that's my plan if nothing pans out.


Quote
I got this idea from skills in Class Kensei, Monk Fighter (FEP +) & Dragoon (Variant). That class has combo skills, but I wonder why it doesn't make a skill that can trigger the combo skill automatically without us having to press a lot of buttons just to run the combo skill.
they probably couldn't find out a way how to, this kind of modding is crazy and out of the box(for the GUTS engine at least) and is prone to failure lol

but i happened to stumble into my own method that's really clean from a skill code point of view, but it happens to require 20 levels(which sucks for UI) to function as an entire skill.

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