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Author Topic: Skills Expansion: Bugs Report & Ideas  (Read 27498 times)

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Re: Skills Expansion: Bugs Report & Ideas
« Reply #60 on: »
@Phanjam Thank you so much, although anyone is welcome to help of course.

@steffire3 Yes, armor fix fixed is #1 priority, as this is embedded in the base files of the player units. The mod files for added skills are priority too but I would need GUTS to implement those due to customization of skilltree UIs are affected here.

Regarding animation, I think I've fixed everything I possibly can but on missing animations, we would wait for those to be provided.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #61 on: »
Quote from: steffire3
(7)
Add these Chances to these Brands:

Fire Brand: 2-30% Meteor Strike.

Ice Brand: 2-30% Glacial Spike.

Electric Brand: 2-30% Thunder.
I like this but I currently don't have the original affixes for these skills

Quote from: steffire3
(8 )
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.
I used install kill/death effect on human companion Syl the Sage's special skill. IIRC, this effect doesn't work on bosses or maybe also on some champions. Can anyone provide proof that the instant kill effect works on non-regular enemies?

Quote from: steffire3
(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).
Please provide alternatives for this, if we want this applied. And don't forget the new skill description.

Quote from: steffire3
(10)
"Fusilade" needs to be made spammable for the Shotgonne.
This all depends on the animation itself, unfortunately I cannot provide this type of change. @Phanjam @Anyone



Everything else from that list, I already implemented and fixed.
« Last Edit: October 10, 2018, 09:18:51 pm by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #62 on: »
I like this but I currently don't have the original affixes for these skills

- Regarding elemental brands, as I proposed in the "New Added Skills V2" in the Embermage class I suggested that each element be given a summon skill and besides elemental brands I also proposed similar ideas because Meteor Strike, Glacial Spike & Thunder had already It's on Chaos Weapon, so I propose to provide some kind of toggle skill where we can choose 1 from thanks to each elemental guardian. :D

Spoiler: Embermage (hover to show)

I used install kill/death effect on human companion Syl the Sage's special skill. IIRC, this effect doesn't work on bosses or maybe also on some champions. Can anyone provide proof that the instant kill effect works on non-regular enemies?

- I'm not very sure about the Rift Death effect because the possibility of the skill appearing is very small (only 1%) maybe more precisely I haven't had the chance to see the skill appear because the enemy has already died before the skill appears. Whereas in addition to these skills there are also other skills that have the opportunity to appear as they have in the Chaos Weapon skill. That way the less chance the Rift Death skill can appear. But in my opinion it's no problem as long as this skill can only work with regular enemies. :)

Please provide alternatives for this, if we want this applied. And don't forget the new skill description.

- As before, I also proposed to consider passive skills from class Ninja FEP+ Mod "Escape Mastery" ;)

Spoiler (hover to show)
« Last Edit: October 10, 2018, 08:50:50 pm by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #63 on: »
Spoiler (hover to show)
Each of these skills have 15 affixes, is this correct?

Rank 1 affix = 70-70 Fire Damage & 2% chance to cast Meteor Strike
Rank 2 affix = 70-80 Fire Damage & 4% chance to cast Meteor Strike
Rank 3 affix = 70-90 Fire Damage & 6% chance to cast Meteor Strike
Rank 4 affix = 70-100 Fire Damage & 8% chance to cast Meteor Strike
Rank 5 affix = 70-110 Fire Damage & 10% chance to cast Meteor Strike
Rank 6 affix = 70-120 Fire Damage & 12% chance to cast Meteor Strike
Rank 7 affix = 70-130 Fire Damage & 14% chance to cast Meteor Strike
Rank 8 affix = 70-140 Fire Damage & 16% chance to cast Meteor Strike
Rank 9 affix = 70-150 Fire Damage & 18% chance to cast Meteor Strike
Rank 10 affix = 70-160 Fire Damage & 20% chance to cast Meteor Strike
Rank 11 affix = 70-170 Fire Damage & 22% chance to cast Meteor Strike
Rank 12 affix = 70-180 Fire Damage & 24% chance to cast Meteor Strike
Rank 13 affix = 70-190 Fire Damage & 26% chance to cast Meteor Strike
Rank 14 affix = 70-200 Fire Damage & 28% chance to cast Meteor Strike
Rank 15 affix = 70-210 Fire Damage & 30% chance to cast Meteor Strike

@Sch123
I'll just limit the type of enemy can be Rift Death and only target regular enemies.
I limited the type of enemy can be Rift Death and it will not target "Boss" type enemies.

About your proposition for Added Skills, you and steffire3 will have to discuss over it. Possibly formulate a proper breakdown of the stats, effects/affixes, and references needed. All I can say, it is a very nice draft but if it is implementable or not? I'm not sure yet. We will have to be more detailed on it, like per rank and per tier, etc...



See attachment for an example of skill data and affix data:
« Last Edit: October 10, 2018, 10:43:50 pm by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #64 on: »
PROGRESS UPDATE:

- Test mod built (Please check attachment)

   > Armor Fix Fixed (V2) is already included on this build, this replaced and removed the old Armor Fix mod. Take note that I have no idea what this new version would look in-game but guessing from the data, this will work as intended. The innate effect of -25% (steffire3 & I changed it to -15%) All Damage Taken for Berserkers and Engineers are still intact, even though the original Armor Fix V2 removed them. If removing them is a better choice then please let know.

   > I compiled everything I coded so far and applied plausible fixes. This includes the original list by steffire3 and bugs list by Sch123. Let me know if I left any and/or there's new to be fixed.

   > Do note that the proposed additional animations and animation tweaks are still out in the open for anyone to provide solution. But I think I have fixed the issue regarding animation links and alternatives inside each class unit data, in regards to execution of skills for various weapon types. Please let me know if I failed and/or there's more to fix.

- Concerns:

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]

But change flame shooting animation with skill "Fire Eater" from the Double Agent Class.
I have to pass on this for now, as I don't have the mod files for this class. @steffire3 if you have time, add this to your to do list. Thanks!

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill]

But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.
I have to pass on this for now, due to cannon ball is a different skill from blastcannon. Specially, cannon ball has a missile die event on which after the missile hits the target, it will generate a second source of damage. We need to discuss over this.

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]

I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]
I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own triggerable based on everytime the player gets struck?

   > Still left, added skills for Embermage, Berserker, and Outlander. I would like to encourage the proposed added skills by Sch123 but I'm afraid that those would have to be built from scratch. My counter proposal would be to fill up the remaining classes with existing skills from custom classes, just to make the skilltree complete for the mean time. If it fits perfectly, then we don't change it. But if we cannot find a proper fit, then only then we would go for the hassle of work on building our own skill(s).

   > Lastly, at your ideal time, please provide a new list of needed fix and changes.



Update:

- Included the cast skill effect for Fire, Ice, and Lightning Brand Skills
- Fixed the animation links / alternatives
« Last Edit: October 13, 2018, 07:11:34 pm by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #65 on: »
After I quick test the latest Expansion Mod Skills, I saw skills had been fixed and there were also additional skills for the Engineer class.  :D

But besides that I also found a Animation Bug.

Bug Report

Spoiler: Arc Beam (hover to show)

Spoiler: Venomous Hail (hover to show)

Spoiler: Rapid Fire (hover to show)



Quote from: doudley
I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own trigger able based on every time the player gets struck?

I prefer triggered by blocks, because with an uncertain chance to block the attack, it makes it a little less OP.

If it is still too OP, you can add some conditions like this: "When your life is below 50% also the Charge Bar is fully charged, FullHeal can be triggered when you successfully block enemy attacks". The price that you must paid to cast FullHeal is, you must pay it with Full Energy Charge Bar. ;)

I don't think it will be too difficult to trigger FullHeal because the "Shield Shock" skill itself also works for Builds Charge on block. ;D

Quote from: doudley
   > Still left, added skills for Embermage, Berserker, and Outlander. I would like to encourage the proposed added skills by Sch123 but I'm afraid that those would have to be built from scratch. My counter proposal would be to fill up the remaining classes with existing skills from custom classes, just to make the skill tree complete for the mean time. If it fits perfectly, then we don't change it. But if we cannot find a proper fit, then only then we would go for the hassle of work on building our own skill(s).

Most of the skills available in the Added Skill draft, come from the custom class "Variant Class Mod" & "FEP+", there is also 1 skill that comes from monster skills (which is also used by the Necromancer Synergies class).
Skills that are completely new may only exist in the Embermage Class, which is on 3 Toggle skills. While the Elemental Guardian skill summon uses IcyClaw's Ritual Summoning Mod. :)

Yeah, I also hope that the skills I recommend can be added to the Expansion Mod Skill without any problems.
« Last Edit: October 13, 2018, 05:44:42 pm by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #66 on: »
I made a mistake. I included in the build the old player unit files on which the animation links/alternatives are still the old ones.

I'll upload the test mod again with the correct animation links and also will include the fire/ice/lighting brand skill additional cast skill effects.

Attachment would still be in my previous post.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #67 on: »
I still found an Mismatch Animation Bug: :(

Spoiler: Rapid Fire (hover to show)

Spoiler: Venomous Hail (hover to show)

Spoiler: Arc Beam (hover to show)

Spoiler: Ember Hammer (hover to show)

Re: Skills Expansion: Bugs Report & Ideas
« Reply #68 on: »
Information:

As you know, I use other Mods like Synergies & Torchlight II Essentials and put the Skill Expansion on top of them. In the old Mod Skill Expansion there is no problem with the UI but in the latest Skill Expansion there seems to be a problem with the UI. It looks like the latest Skill Expansion changes the UI to the Original UI. Can it be repaired? so it doesn't interfere with the UI.

As you can see in the picture below, the UI for information on enemy health bar, attack elements, opponent's weaknesses, placement of monster names, etc. is far different from one another. In the Old Version, UI that comes from Torchlight II Essential is not overwritten. Whereas in the New Version, UI which comes from Torchlight II Essential is overwritten and changes it to become like the Original UI.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #69 on: »
Yup! Sorry for that, I forgot to remove the TARGET_HEALTH_BAR UI. I was trying to get some codes from that and forgot to remove it afterwards. But don't worry, what we have right now is just a test mod. The final product shouldn't have anything like that. And thanks for the quick info/feedback about it.

I also like to give my opinion regarding mismatch animations. Steffire3 and I are aware of the mismatch or more specifically lack of animation for other weapon types. Most of these skills, only have one to three version of animation(s). Like in Rapid Fire skill, originally intended only for pistols (right hand), rifle (right hand), and bow. Unlocking this skill for all weapon types would give us inappropriate animations. The easiest workaround for this is to make alternative animation links, on which we will assign temporarily until we will have a custom made animation for them. Its either I try making them or wait for someone to provide for us.



I attached the mod files, for reference and if steffire3 would be able to build it later.

Re: Skills Expansion: Bugs Report & Ideas
« Reply #70 on: »
For modified animations perhaps @Vkoslak or @Anarch16sync might be able to help?


Re: Skills Expansion: Bugs Report & Ideas
« Reply #71 on: »
For modified animations perhaps @Vkoslak or @Anarch16sync might be able to help?
Thanks PhanJam! I hoped I could do this myself but the computer I'm using right now, when I'm away from my house, can't handle 3D. Tomorrow I will be able continue some coding and on Sunday, instead of building test mod, I'll focus on trying to create some animation alternatives.


@Sch123 @steffire3
ADDITIONAL SKILLS

Outlander

   Warfare [Share to Embermage]
     ⁃   Idea from [Ritual Summoning]
   > Guardian of Poison: Summon Poison Elemental [Active Skill] << New skill need to compose
     ⁃   Idea from [Assassin TL2-E - Poison Globe]
   > Poison Bomb: Throw a poison gas bomb [Active Skill] << New skill need to compose

   Lore
     ⁃   Idea from [Druid - Poisonous Vine] Root of Death [Active Skill] << Integrated
     ⁃   Idea from [Druid - Rot Vine] Root of Life [Active Skill] << Integrated

   Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << New skill need to compose
    ⁃   Idea from [Necromancer - Death Pact]
   > Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << New skill need to compose

Berserker

   Hunter
      ⁃   Idea from [Ninja - Shunpo] Phantom Strike [Active Skill] << Need FEP+ files
      ⁃   Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill] << Need FEP+ files

   Tundra
      ⁃   Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill] << Need FEP+ files
      ⁃   Idea from [Preacher - Vorthex] Storm Vortex [Active Skill] << Integrated

   Shadow
      ⁃   Idea from [Tenebris - Wolf Pack]
   > Guardian of Darkness: Summon Werewolf [Active Skill] << New skill need to compose
      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << New skill need to compose
« Last Edit: October 19, 2018, 12:27:57 am by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #72 on: »
Thank you @doudley for updating the development information.

I want to ask:

New need to compos skills

What needs to be done, so that these skills can be integrated properly?
Is it necessary to look for alternative skills from other classes for skill that need to compos?

Need FEP+ files

For the latest version of the FEP+ files, maybe @Viz can help. ;)

Integrated

Does that mean that the skill has no problem to add? that's great if there's no problem. :)
« Last Edit: October 19, 2018, 12:10:40 pm by Sch123 »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #73 on: »
Thank you @doudley for updating the development information.
Yeah..I'm decided to finish this project (atleast complete it)

New need to compos skills

What needs to be done, so that these skills can be integrated properly?
Is it necessary to look for alternative skills from other classes for skill that need to compos?
I'm guessing from your response that those skills are already existing...maybe I should try harder to look from the mod files because I cannot find them, like the "Spirit of Death" skill, I cannot find in the files maybe it has a different name or something.
@Sch123 OK, I got it now! :D :D :D  So, what you did is a rename of the current skills, you should not have said that it was an idea from a particular skill. Here I though that you are proposing a new skill based on those skills...sorry for being dimmed about it. I guess, what I only need now is the skill from Tenebris. We don't have that right now, it is not even included in Variant Classes mod. Later, I'll be able to extract what I need from that class mod then I'll give you something to test with, a complete Berserker Added Skills!

Need FEP+ files

For the latest version of the FEP+ files, maybe @Viz can help. ;)
I'll asked him, thanks.

Integrated

Does that mean that the skill has no problem to add? that's great if there's no problem. :)
It simply means that I got the mod files and already included them in Skills Expansion test mod (maybe I'll compile it tomorrow). They still need to be tested because extracting skills may lead to missing custom particles, missiles, units & models, art assets, stats, and/or affixes. 1 skill folder usually they only include the main skill data, skill procs, and skill layout files. Although, I thoroughly checked each link in the data and layout codes but I could have missed something still.
« Last Edit: October 20, 2018, 01:45:40 am by doudley »

Re: Skills Expansion: Bugs Report & Ideas
« Reply #74 on: »
UPDATE ON ADDITIONAL SKILLS

Outlander

   Warfare [Share to Embermage]
     ⁃   Idea from [Ritual Summoning]
   > Guardian of Poison: Summon Poison Elemental [Active Skill] << Pending
     ⁃   Idea from [Assassin TL2-E - Poison Globe]
   > Poison Bomb: Throw a poison gas bomb [Active Skill] << Need mod files

   Lore
     ⁃   Idea from [Druid - Poisonous Vine] Root of Death [Active Skill] << Integrated
     ⁃   Idea from [Druid - Rot Vine] Root of Life [Active Skill] << Integrated

   Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
    ⁃   Idea from [Necromancer - Death Pact]
   > Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << Pending

Berserker

   Hunter
      ⁃   Idea from [Ninja - Shunpo] Phantom Strike [Active Skill] << Integrated
      ⁃   Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill] << Integrated

   Tundra
      ⁃   Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill] << Integrated
      ⁃   Idea from [Preacher - Vorthex] Storm Vortex [Active Skill] << Integrated

   Shadow
      ⁃   Idea from [Tenebris - Wolf Pack]
   > Guardian of Darkness: Summon Werewolf [Active Skill] << Need mod files
      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill

 

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