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Author Topic: Editing Armor Base Files  (Read 4242 times)

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Re: Editing Armor Base Files
« Reply #15 on: »
Hi Avocados,

You're right, you can't use a stat to modify an affix that is also reading a Graph and Player Level.

You might try using the UI to achieve what you're looking to do.  The Logic loops you can create with the UI have more functions to play with.  There might be some weirdities to work out, though.

Re: Editing Armor Base Files
« Reply #16 on: »
that is a really good idea - i've been intimidated by all the UI stuff so far even though it seems to be where most of the logic functions are hiding for this game. I'll need to read some tuts and I'll see if I can get something together.

Re: Editing Armor Base Files
« Reply #17 on: »
Yeah! We're on the same page and I even looked at his before! Unfortunately  his suffers from the same problem - its actually being impleted as a linear relationship and the armortodr graph is not being used at all by the affix really. The values are similar at low levels of armor but start diverging greatly at around 1500+, which is why he probably did not notice the game was not doing what he wanted!

Darn. You're right. When I originally tested the mod, I just grabbed some junk from the merchants and checked that the numbers fell within a rounding error of what the math said they should be. I just retested by console spawning some endgame gear and it's exactly as you described. The game is putting player level into the graph, then multiplying the result by armor. Drat, darn, and meecrob. I'll have to see if I can migrate the math into skill logic without killing performance...

@ Gyt: Three questions: First, how do you get UI to apply things to the character? Stat operator to apply a custom stat, then a passive ("on update self") or looping skill to wait for the value to change and conditionally do something? Is there any other way? Second, how do you get the UI to do its thing without any player interaction, and without the player being able to close it? Third, how does this work out in multiplayer? Does a local player menu still affect its player even if someone else is hosting the shard the player is standing in?
« Last Edit: March 27, 2016, 11:41:00 am by Chthon »

Re: Editing Armor Base Files
« Reply #18 on: »
Please let me know what you find! I'd love to be updated about what you work on/figure out about this because I think you absolutely have the right idea. I just dont know very much at all about this UI stuff if thats the best way to go. By skill logic do you mean statwatcher type stuff or what gytfunke mentioned?

Re: Editing Armor Base Files
« Reply #19 on: »
@ Gyt: Three questions: First, how do you get UI to apply things to the character? Stat operator to apply a custom stat, then a passive ("on update self") or looping skill to wait for the value to change and conditionally do something? Is there any other way? Second, how do you get the UI to do its thing without any player interaction, and without the player being able to close it? Third, how does this work out in multiplayer? Does a local player menu still affect its player even if someone else is hosting the shard the player is standing in?

I'll answer the easiest questions first.

How does this work out in multiplayer?
I have no idea.

How do you get the UI to do it's thing without any player interaction?
You can insert the Logic Group directly into the HUD UI file.  The player can't close the HUD.  To get it to start without player interaction you use one of the Controller widgets (I think it's Menu Controller) and, in your Logic Group, set it to start on initiate (or open, or something... I only vaguely recall most of these details).  For persistent logic, I usually have this function start an infinitely looping timer.

How do you get UI to apply things to the character?
I've forgotten a lot of how this works because I was never 100% on it in the first place.  But I believe your described setup is correct.  I can't think of any situations where I've actually used the UI in precisely the way you guys are looking to use it.  There is, however, a nagging feeling in my head that there's some difficulty with operating on multiple stat values using the UI.  If I can remember what that is, I'll let you know.

Re: Editing Armor Base Files
« Reply #20 on: »
Omg I was going through the other forums here and I just read "Re: New Armor Unittypes"
by RnF and he basically had the exact same ideas about 2 years ago LOL
Is what I'm trying to do already done??

Re: Editing Armor Base Files
« Reply #21 on: »
Hey Avocados! If u go thru this thread about RnF's item overhaul mod, it does sound like he did build it along similar lines tho i cant really tell how close it is to ur design.

But dont let it bother u! A basic idea around here is that work on one mod can/should reinforce work on others ;) I'm sure RnF wouldnt mind u looking into his mod to see how u might "level it up".

Edit:
Here's the link to the un-packed MEDIA folder of RnF's mod.
« Last Edit: March 29, 2016, 05:04:11 am by Phanjam »


Re: Editing Armor Base Files
« Reply #22 on: »
Thanks PJ! I'm glancing through it right now

 

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