Yep, that's a complete replacement for missile, as spawned with skill layouts.
To be fair, all I've done was retracing RNF's TL1 rifles which attach base skill to items, with said skill having a .layout which spawns units.
And well, I might have been exagerrating with 20, it's more like 5-6 or so, but the wand seems to continue firing without player input, OR as long as target is highlit after being clicked on once, not entirely sure as I didn't catch the exact timing.
If memory serves, his rifle skill entries don't have a cooldown either, so it might be something in missile spawner .layout, I'll have a look later on, in the meantime, I can paste a couple codes.
Unit data:
Spoiler (hover to show) [UNIT] <STRING>NAME:eec_gauss_wand <STRING>BASEFILE:media/units/items/wands/base_wand_unique.dat <INTEGER>DAMAGE_FIRE:5 <INTEGER>DAMAGE_ICE:5 <INTEGER>DAMAGE_PHYSICAL:10 <TRANSLATE>DISPLAYNAME:Wand Of The Fallen <INTEGER>LEVEL:96 <INTEGER>RARITY:45 <INTEGER>SPEED_DMG_MOD:100 <INTEGER>SPEED:130 <INTEGER>DAMAGE_POISON:5 <INTEGER>DAMAGE_ELECTRIC:100 <INTEGER>MAGIC_REQUIRED:90 <TRANSLATE>DESCRIPTION:Possessed by a spirit of a fallen Embermage. <STRING>ICON:icon_weapon_wand22 <STRING>MESHFILE:wand22 <STRING>RESOURCEDIRECTORY:media/models/weapons/_Wands <FLOAT>RANGE:12 <STRING>UNIT_GUID:-3278069737865128824 <INTEGER>MAX_SOCKETS:5 <INTEGER>MINDAMAGE:80 <INTEGER>MAXDAMAGE:92 <INTEGER>MINLEVEL:82 <INTEGER>MAXLEVEL:999 <INTEGER>RARITY_DMG_MOD:160 <FLOAT>STRIKERANGE:0.01 [SKILL] <STRING>NAME:EEC_GAUSS_WAND_SKILL <INTEGER>LEVEL:1 <INTEGER>CHANCE:100 [/SKILL] [/UNIT]
Missile spawner:
Spoiler (hover to show) [Layout] <INTEGER>VERSION:4 <UNSIGNED INT>COUNT:2 [OBJECTS] [BASEOBJECT] [PROPERTIES] <STRING>DESCRIPTOR:Unit Spawner <STRING>NAME:Unit Spawner <INTEGER64>ID:-2767900070586214794 <INTEGER64>PARENTID:-1 <STRING>MIN RADIUS:0,0.1 <STRING>MAX RADIUS:0,0.5 <STRING>ANGLE:0,0 <UNSIGNED INT>COUNT:1 <FLOAT>DURATION:0.1 <STRING>GROUP:Missiles <STRING>RESOURCE:EEC_GAUSS_WAND_MISSILE [/PROPERTIES] [CHILDREN] [/CHILDREN] [/BASEOBJECT] [BASEOBJECT] [PROPERTIES] <STRING>DESCRIPTOR:Timeline <STRING>NAME:Timeline1 <INTEGER64>ID:-1905267641609544168 <INTEGER64>PARENTID:-1 <STRING>NAME:Timeline1 [TIMELINEDATA] <INTEGER64>ID:-1905267641609544168 [TIMELINEOBJECT] <INTEGER64>OBJECTID:-2767900070586214794 [TIMELINEOBJECTEVENT] <STRING>OBJECTEVENTNAME:Spawn Units [TIMELINEPOINT] <FLOAT>TIMEPERCENT:0 <STRING>INTERPOLATION:Linear [/TIMELINEPOINT] [/TIMELINEOBJECTEVENT] [/TIMELINEOBJECT] [/TIMELINEDATA] [/PROPERTIES] [CHILDREN] [/CHILDREN] [/BASEOBJECT] [/OBJECTS] [/Layout]
Alternatively, I can copy entire mod folder, isolate the files I'm working on and then pack and attach for your consideration if you'd like.
As you've noticed from parent skill, I moved every skill/layout file to "media/skills/weapon" dir, might do the same for other skills in next update; seems a lot easier to work skills from a single folder as long as names are really obvious and verbose.
Also, if the whole shockbolt deal doesn't work, and chances are that might be the case, there's a fallback I have in mind, but more on that later.
Edit: I've done some more testing and....I still don't know how to make it fire once, or make it fire from the weapon rather than character bone.
At least this time I know what the skills is doing. It's firing new missile as soon as old missile registers a hit, but I still have no clue how to make it fire manually.
Tried different strings/bools/etc like duration override, cooldown, execute skill count, cloning set to 1, that sort of thing.
At this stage I'm curious if the skill loops between _START and _MISSILEDIE because there is no EVENT_END, but TL1 rifle skill only has EVENT_START and works just fine.
I've done a side-by-side comparison between TL1 rifles' skill, unit spawner and timeline properties; no changes, still reactivates the moment an existing missile hits target.
Edit 2: something weird just happened with GUTS. I restarted it to make sure skill edits take effect, and now it insists on using
default FIREWAND missile no matter what. It makes all edits and the attached skill completely useless. I keep manually deleting the missile entry but it keeps coming back.
Other than creating new basefiles that omit MISSILE entries, I have no clue what to do.
Edit 3: tried the new basefile route, made sure everything is identical to vanilla basefiles barring missile entries and GUIDs. Still no dice, skill won't fire.
I'm attaching the archive for the wand, its associated particles, skills, missiles, anything related to the item itself.
Perhaps you can shed some light on why it doesn't work or maybe why GUTS suddenly decided to start breaking things.