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Messages - Heathen

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1
That's what i'll do then, and make the skill an instant cast so it's not as annoying. Damn shame the engine doesn't automatically delete minions on respec.

Thanks for the help!

EDIT: This might be the most ridiculous idea, but what if the other skill levels had an invisible nova that "starts on load" and is set to desummon the minion?? *curiosity intensifies* time to test

2
Alright I got this to work, but there's another problem. The minion gets deleted when I change equipment or go through a portal. I'm assuming the event is getting called when I do either one of those. Any ideas for countering this? Thing is, the minion is actually meant as a sort of walking aura, and forcing resummoning every area or gear change is just not good design on my part

Thanks for your input so far. The mod i'm designing works nothing like the base game, so i'm running into small issues constantly.

3
Interesting. How do I set a "pet family name"?

And the Passive would be placed directly on the class skill tree at lvl 1, which would have "Event Start" and "Event End", and on "Event End" I would place an "Execute Skill" which would summon a clone that replaces the minion, then dies right?

4
Modding Questions / Summoned Minions and Skill Respec Exploitative Problem
« on: February 27, 2019, 09:52:15 pm »
Alright, so let's say I have a skill that grants a minion after I place 2 points into the skill. I go to the Respec Merchant and reclaim that point, but the minion does not get unsummoned;

Is there an obvious way I can make the minion automatically unsummon when my skill point gets reclaimed? Otherwise, there really isn't much point not to respec.

5
Thank you both for such a very descriptive response. I've read through the updated thread, but it may take another careful re-read to understand, I'm pretty sure i've got some undiagnosed learning disabilities haha. I am pretty happy that this is possible though, it was integral to what i'm trying to accomplish.

I find these tools to be a bit harder to use than the Grim Dawn tools of which i'm much more familiar with, but there's definitely more functionality to be found here.

6
Thanks for the Weclome, Viz, and to both of you for the replies. Yeah Viz, i've discovered ways to disable certain skills, and that's the current method i'm using, but I feel it's better from a design standpoint to remove the ability to invest at all. I'll check out that mod, and see if it can shed some insight into my third question.

DeeZire, I have looked around in the UI to try and accomplish this a while back, and didn't see any obvious functionality for this. Can you give me a quick idea of where to look? If that's too much to write, can you confirm it is indeed possible? I can spend some more time around the UI to see if I can figure it out.




7
I've been developing a mod for around 8-9 months now, and have around 500 hours of experience reverse engineering a basic understanding of Skill Design.

I'm heavily inspired by games like Path of Exile, Diablo 2 (And the MedianXL mod for it), and considering i'm not using the standard formula for Class Building, there are certain functions within those games that are analogous to what I want to develop. Considering i'm self taught, i've not been able to find particular functionalities that i'm interested in using.

I would be interested in knowing if the following is possible (a simple yes/ no will suffice, but elaboration and explanation is definitely welcome and appreciated);

  • Can I make certain skills within the skill tree disable others? So both skills cannot be invested into?
  • Can I make specific Unique Items affect the way certain skills work? For instance, an Item that would make a Fireball skill launch 3 Fireballs instead of 1?
  • Can I make Skills on the Skill Tree Synergize (grant other bonuses) to other skills in the way Diablo 2 does?


Thanks in advance.

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