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Author Topic: Detailed Chargebar Creation wiki?  (Read 1709 times)

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Detailed Chargebar Creation wiki?
« on: »
Ok with the help of the master I have successfully created my first skill!

On to the more challenging aspects!

Chargebar creation!

Cant find and solid step process to do this anywhere.

I would Ideally like to do the image and everything if possible.

Have started by making a custom stat... yeah.

thats it.   :-[


Fiercely scouring the web to no avail...


I am not really daunted by the complications of the chargebar I think I can get a handle on it but I need a boost to get me pointed in the right direction on this one. Ive seen some pretty cool custom bars out there so I know this is a real thing :) <3

Thanks in advance!

Edit: Ok found unituniquemenus.... Now at least I have something to work with! Wooo! 
And while we are on the topic of UI is there a detailed method of creating working texturesheets? I have resorted to just copying the existing ones and then altering the images and creating new names etc... but I dont think this is a real solution as I believe this will also still alter the base files call to the image... ie now the base classes will use whatever I changed the image too... I have run into some problems with using local files as it will kick out an error saying that its an invalid value or something. like setting rollovers for tabs. even if ON works for one image it fails to work on the second one even if I make new file etc.
« Last Edit: March 16, 2016, 12:08:27 pm by Zanadube »
“Change is not always growth, but growth is often rooted in change."

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Re: Detailed Chargebar Creation wiki?
« Reply #1 on: »
Hey ZD,

I copy texture sheets (and their associated images) all the time.  The key is just in changing the file name of your new image, then adjusting the file reference in the text file.  For example, if you look in the icons folder there will be an image file (I can't remember the extension) and a text file.  If you look in the text file there will be a line, something like 'file location'.  You need to set that reference to match the name of your new image file.  You also need to change the name the text document declares for itself.

All of this is most easily done in File Explorer, not GUTS.


And about charge bars... hmm...

It's an hour, and slower than reading a document, but I don't recall anyone really doing a good write-up on charge bars yet.


Re: Detailed Chargebar Creation wiki?
« Reply #2 on: »
Cool! I just sat down with some coffee so I'll take a look... maybe when its all done and said I compile all the knowledge I can find and make my own tutorial. A bit ambitious for me but who knows!


Thanks again!

Everyone here is so helpful!   :)
“Change is not always growth, but growth is often rooted in change."

Re: Detailed Chargebar Creation wiki?
« Reply #3 on: »
Ok well... I think I get the basic gist of this.

I have also managed to make my own (ugly as sin) chargebar and get all the graphics to work and charge up etc. I tweaked the gunk under the hood so it (should) do what I want it to. I do plan on using some of the techniques illustrated here to flesh out some pretty neat hidden aspects of my Ranger class.  ;D

One question though... I have been beating myself senseless trying to figure this one thing out.

In the affix editor as an [EFFECT] there is an ability to add bonus to skill.

I have looked into the effect menu of guts and although it seems like the fields are editable it also seems like there are no backup/clone/create new buttons. I will make a backup first I guess? If I can just figure out where they actually are.... seems maybe theyre hidden?

Well... GUTS!

You have done it again. 

Similar to setting up a resource file for a skill there seems to be no way to easily locate and modify the file that tells this [EFFECT] what the frick it is supposed to do...

if anyone can answer this easily I will be ass deep in my MEDIA folder rummaging around like a rabid squirrel for a few more hours till I figure out where Runic thought would be a good place to hide the function of this little gem.

 :'( :'( :'( :'( :'( :'(

Edit:
This may have what im looking for!!   

Edit:
Grrrr not quite.... I can modify the effectlist.dat butttt I feel dirty afterwards and Im to scared to tell anyone.
« Last Edit: March 17, 2016, 05:30:31 pm by Zanadube »
“Change is not always growth, but growth is often rooted in change."

Re: Detailed Chargebar Creation wiki?
« Reply #4 on: »
I am on to unknown territory now...

 ???

I think if I get this correctly It might be easier to make a stat that calls a hidden passive that effects a hidden passive that effects the total damage of all the spells that this class has that do damage.

issue is I need to make it boost healing spells too... need help guys.

Basically I need to make an affix that activates when the chargebar is totally full.

This affix will boost the damage of the spells in the spell tree.

I also need the healing abilities of the same tree to go up as the chargebar fills up.

HELLLLPPPP 
I think brainmelt has taken full effect... I need to take a break for the night. work on some easy stuff for a while. e
« Last Edit: March 17, 2016, 05:47:05 pm by Zanadube »
“Change is not always growth, but growth is often rooted in change."

Re: Detailed Chargebar Creation wiki?
« Reply #5 on: »
i think i know what to do lol

Quote
Basically I need to make an affix that activates when the chargebar is totally full.

you can make a triggerable that you get from a hidden passive skill, or you can attach it to your character via adding an affix to its base unit file
this triggerable activates when your on full charge, within that triggerable you can simply add an affix or effect to give you your desired stats

Quote
I also need the healing abilities of the same tree to go up as the chargebar fills up.

hmm what do you mean by this? there is no effect in the game to boost healing percentages
but, within the skill and affixes you can add in a feature which scales the healing values up based on charge percent the best example is the outlander charge bar passives

Code: [Select]
[AFFIX]
<STRING>NAME:WANDERER_PASSIVES
<INTEGER>RANK:0
<INTEGER>MIN_SPAWN_RANGE:0
<INTEGER>MAX_SPAWN_RANGE:999
<FLOAT>DURATION:0
<INTEGER>WEIGHT:0
<INTEGER>SLOTS_OCCUPY:0
[EFFECT]
<STRING>NAME:Wanderer_Passive_CS
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT CAST SPEED
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_passive_Dodge
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:DODGE CHANCE BONUS
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Passive_Crit
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:CRITICAL CHANCE
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[EFFECT]
<STRING>NAME:Wanderer_Passive_AS
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:PERCENT ATTACK SPEED
<STRING>STATMODIFYNAME:Player Charge Percent
<STRING>STATMODIFYPERCENT:100
<BOOL>SAVE:true
<BOOL>EXCLUSIVE:true
<FLOAT>MIN:0.1
<FLOAT>MAX:0.1
<STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
[/EFFECT]
[/AFFIX]

lets take take a look at this effect

   [EFFECT]
      <STRING>NAME:Wanderer_Passive_AS (internal name)
      <STRING>ACTIVATION:PASSIVE (must be set as passive so it stays on the character)
      <STRING>DURATION:ALWAYS (sets the timer to infinite)
      <STRING>TYPE:PERCENT ATTACK SPEED (the attack speed bonus effect)
      <STRING>STATMODIFYNAME:Player Charge Percent (the stat this effect will look for when calculating)
      <STRING>STATMODIFYPERCENT:100 (the multiplier ie. 100% of the stat is used to be multiplied to the base values)
      <BOOL>SAVE:true (this effect will persist after loging/ zoning out)
      <BOOL>EXCLUSIVE:true (this effect only applies once)
      <FLOAT>MIN:0.1 (base min value 0.1 attack speed)
      <FLOAT>MAX:0.1 (base max value 0.1 attack speed)
      <STRING>STAT_SOURCE_TYPE:ON UPDATE SELF (this makes the effect update each time the stat is changed, charge up/down)
   [/EFFECT]

whats going on here?
the base value, 0.1 attack speed will be multiplied by 100% of the stat (player charge percent)
so when your charge bar is at 50% this effect will calculate 0.1 x 50 = 5% attack speed
the effect will update each time you gain charge percent,

this can be applied to healing effects, so within your skills affix you can add a base effect as a stand alone heal when your at 0 charge, then add another effect which scales with charge percent as the bonus

this is only a quick break down and there are lots more things to learn to try and accomplish all this lol, 1st you have to understand how to use stats and how to tweak affixes so they cooperate with stats, as you can see there is some math involved in that. and how to use triggerable actions

i think if you have a look and study on the outlander charge bar mechanics you can learn a lot and put it towards building this, since it seems quite similar. it also has a mechanic which gives the class bonus stats on reaching max charge

im one of those visual learner types, so im not 100% sure if what im saying applies to your dillemas lol, ill probably have to go in and look around in your mod file so i can fully understand, or make myself a model of what your trying to do.
« Last Edit: March 18, 2016, 08:37:30 am by TwinkleToes »

Re: Detailed Chargebar Creation wiki?
« Reply #6 on: »
This is great! thanks again TT :) I'll work on it.

What I intend with the healing thing is that the SKILL BONUS effect will increase a hidden passive or two that will directly effect the two healing spells I intend to implement. So yeah as I see what youre saying is I can probably do this without using the SKILL BONUS effect.

“Change is not always growth, but growth is often rooted in change."

Re: Detailed Chargebar Creation wiki?
« Reply #7 on: »
yep, doing it that way is just confusing and difficult lol
and it completely breaks the mechanic if your character ever grabs a skill shrine

there are very few and special cases where you can use that method though, but its not for scaling effects with chargebars

oh and i also forgot to mention that some settings inside the outlanders charge bar passive affix are set specifically because its a passive, if you plan on doing a scaling heal effect using charge you can do something like this.

   [EFFECT]
      <STRING>NAME:Ranger Heal
      <STRING>ACTIVATION:Dynamic
      <STRING>DURATION:Instant
      <STRING>TYPE:HP RECHARGE PLAYER
      <STRING>STATMODIFYNAME:Player Charge Percent
      <STRING>STATMODIFYPERCENT:100
      <BOOL>SAVE:true
      <BOOL>EXCLUSIVE:true
      <FLOAT>MIN:1
      <FLOAT>MAX:1
      <STRING>STAT_SOURCE_TYPE:ON UPDATE SELF
   [/EFFECT]

the internal name and min and max can be anything, but do take note that this effect will also be scaled by an internal graph within the HP recharge effect, you can disable the graph by setting NO GRAPH to 1 on the effect settings, it is also then scaled by user level you can also disable that by setting USEOWNERLEVEL to 0, im saying this now since this makes a lot of beginners trip when they start fiddling with effects and affixes, since they end up with seemingly random numbers

duration will also affect how the skill heals, instant wil make it heal all at once if you set a duration the effect will usually divide the healing per second over the duration, ie if you set the skill to heal 100 hp and give it a a 4 second duration it will heal 25 health per second.
« Last Edit: March 18, 2016, 03:22:58 pm by TwinkleToes »

Re: Detailed Chargebar Creation wiki?
« Reply #8 on: »
Brilliant!

One thing I read was that doing the chargebar early on is a good idea so now that I have some real nuts and bolts to tinker with I feel im making some progress.

One thing is for sure, the people here are amazing!

I have more than enough to get this class at least reasonably functional now  :-*

@lolesch has added me as a contributor to his huntsman class and he has done some amazing art and working on implementing his work into this is going to be a real privilege.

As far as healing is concerned though I definitely dont want anything to be to powerful. So I will try and implement it really lightly. Rangers were never a viable option for alternative heals in most games that featured them. The idea of working the outlander % scale into it I think is do able. I do intend on making this class have a lot of group support elements though.

A little healing can go a long way and
here I find... asking the right questions does too.

:) ;D ;)
“Change is not always growth, but growth is often rooted in change."

 

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