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Author Topic: Pet Variants Mod  (Read 44436 times)

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Re: Pet Variants Mod
« Reply #120 on: »
Here is a Pet who still can not use spell:

- Scorpion
- Felstalker
- Ravager

These 3 ones will be tricky.
For Scorpion I have no clue why it's not working, he has everything to work.

For Felstalker and Ravager the files are very unconventional, there are no animation files.
The animations seem to be all stored in the pet_name.skeleton file.
It will be hard to fix...

Re: Pet Variants Mod
« Reply #121 on: »
Here is a Pet who still can not use spell:

- Scorpion
- Felstalker
- Ravager

These 3 ones will be tricky.
For Scorpion I have no clue why it's not working, he has everything to work.

For Felstalker and Ravager the files are very unconventional, there are no animation files.
The animations seem to be all stored in the pet_name.skeleton file.
It will be hard to fix...
I didnt notice they dont have separate .SKELETONs for each animation.
@Vkoslak for the scorpion are the anims actually embedded in the main .SKELETON as @Korzeam guessed? That makes it hard to give them attack skills or spells. Can they be broken-out?


Re: Pet Variants Mod
« Reply #122 on: »
Hi @Phanjam

Please see also Pet King Troll, because he also has the same problem with Pet Swamp Troll. ;)

Re: Pet Variants Mod
« Reply #123 on: »
Considering pet shops

- It looks like it's interesting if you make a Pet sell randomly, making an uncertain chance of getting Pet.

- For the price of Normal Pet (without skill) maybe 1000 gold is enough. What do you think?

- Are you going to make a special Merchant to sell a Fish that has the skill or you will use the same Merchant, only you will add a new Tab for the Fish section that has the skill. Or maybe you would make it appear randomly mixed with normal Fish?


Considering balance

- It seems to require a sense of giving status to each pet, because so far we can classify Pet into 2 parts, Slow Pet & Fast Pet. Maybe you can increase attack for slow pets. But you have to be careful, because if it's too strong it will look over power, because most of those who have low attack speed are mostly Giant Pets.

- If you see most slow Pet is a giant size, maybe you can add Def & HP to compensation for being slow. ;)

- I understand what you are worried about, if you give the attack speed too high or the attack is too strong it will affect the damage skill too, then it will be too Over Power for phase 3.

- In phase 3, how many skills will you give to the Pet?

- Does each Pet have a unique ability?

- Will you make the skill for Pet (Phase 3) 0 Mp cost?


Considering Synergies compatibility

- Do not forget to change the name Direwolf on Variant Pet to "Hellhound", because Direwolf existing in Synergies is different from that in Variant Pet. Direwolf existing in the Synergies are generally only Pet wolf that is larger than normal Pet Wolf size.

- It's okay that Pet Synergies Paladin is not included I appreciate your decision. :)

- What do you mean by you won't be able to choose it with a new character? Is there no more double pet? like what you do for Essential Pet, no pet is double with Variant Pet. If so, it seems pretty good.

- If you use the Pet that is in Synergies to solve the double pet, you also do not forget the existing pet skin. For example, Pet Zealot Synergies only has 3 skins, while in Dark Zealot Variant Pet there are 4 skins. :D


Suggestion:

- Perhaps the Imaginary Pet Icon can be changed into a monster heros icon rather than left empty like that. I know it's just imagination Pet, but when if it's made empty it seems like there's something missing. :D
« Last Edit: July 02, 2018, 06:06:06 pm by Sch123 »

Re: Pet Variants Mod
« Reply #124 on: »
Hi @Phanjam

Please see also Pet King Troll, because he also has the same problem with Pet Swamp Troll. ;)
Yes Sch i'll check that too ;)

@Korzeam for pet prices higher than 500 shud b ok

For slower pets i think giving them higher damage is more correct (just my opinion)
« Last Edit: July 02, 2018, 05:57:05 pm by Phanjam »


Re: Pet Variants Mod
« Reply #125 on: »
Here is a Pet who still can not use spell:

- Scorpion
- Felstalker
- Ravager

These 3 ones will be tricky.
For Scorpion I have no clue why it's not working, he has everything to work.

For Felstalker and Ravager the files are very unconventional, there are no animation files.
The animations seem to be all stored in the pet_name.skeleton file.
It will be hard to fix...
I didnt notice they dont have separate .SKELETONs for each animation.
@Vkoslak for the scorpion are the anims actually embedded in the main .SKELETON as @Korzeam guessed? That makes it hard to give them attack skills or spells. Can they be broken-out?

The scorpion one should be broken out.  The animation file probably has the incorrect frame specified in it though.

For the others, I wrote a util that can seperate the skeleton file into its separate animations.

Re: Pet Variants Mod
« Reply #126 on: »
For the others, I wrote a util that can seperate the skeleton file into its separate animations.
@Vkoslak, I am very interested by this utility.   ;)

There are a lot of subjects I would like to react but I have to go to work.
See you later.

Re: Pet Variants Mod
« Reply #127 on: »
For the others, I wrote a util that can seperate the skeleton file into its separate animations.
Oh thats right i forgot about that, mouth faster than brain!

@Korzeam that tool is somewhere in Vkoslak's playground. Going to bed now, will also look for it tom.


Re: Pet Variants Mod
« Reply #128 on: »
Thanks @Phanjam, I'll take a look when I'll have time.

Quick answers :

- When you change your Pet using the Fish, icon Pet does not change.

Well, I don't think it's possible to change.
The game always remember the initial pet before changing it.
I've not checked but it's probably the same in MPC and Xev Pets mods.


Quote
- Console code for fish Variant Pet still does not exist. It will make it easier to test the Fish. :)

It works for me.
Try someting like 'item VP_FISH_PET_BAT'

Re: Pet Variants Mod
« Reply #129 on: »
- For the price of Normal Pet (without skill) maybe 1000 gold is enough. What do you think?

I think I'll go with Phanjam idea. 500 gold is enough for just a skin.


Quote
- It seems to require a sense of giving status to each pet, because so far we can classify Pet into 2 parts, Slow Pet & Fast Pet. Maybe you can increase attack for slow pets. But you have to be careful, because if it's too strong it will look over power, because most of those who have low attack speed are mostly Giant Pets.

You and Phanjam seem to prefer an increased damage, so this is what I'll do.
And yes, maybe I won't double the damage if the attacks have a 2 seconds animation, probably a little less (someting like +75%)


Quote
- If you see most slow Pet is a giant size, maybe you can add Def & HP to compensation for being slow. ;)

Not for the phase 1, only the damage will be changed.


Quote
- I understand what you are worried about, if you give the attack speed too high or the attack is too strong it will affect the damage skill too, then it will be too Over Power for phase 3.

Well no, the skills should not be affected by damage or attack speed changes, because spells like fireball and frost do fixed damage.
Even if skills use weapon dps damage, both Damage and Attack speed will affect them, so it will be balanced for the pets.
The problem I had in mind is for the stats display.
The attack speed of all pets is 100, but for Troll King for example he still will be very slow.
Players won't understand why he is so slow with a normal attack speed.


Quote
- In phase 3, how many skills will you give to the Pet?
- Does each Pet have a unique ability?
- Will you make the skill for Pet (Phase 3) 0 Mp cost?

It's a little early to talk about phase 3 but I can say what I have in mind.
First, adding one or two unique abilities for each pet would be totally insane, there are too many pets.
I thought about that (and it doesn't involve merchants) :

- As I said before, each pet will start with different stats

- Each pet will start with a 'talent', that would be more an affix than a skill.
Examples : Bleeding bite, Regeneration , knockback attack, knockback resistance, increased critical chance, ...

- Each pet will 'unlock' a skill at levels 30 and 60. These skills would come from a common library.
Examples : Pet growth (+50% size and + 50% damage for x seconds), Frenezy (+50% attack speed for x seconds), elemental attacks, support spells (shield on owner that absorbs damage / owner growth / owner attack speed), healing skill, aggro skill, ...
I have to put in my library at least 30 different skills for diversity.
The way to implement skills that unlock at specific levels could be a stat watcher on skills based on the level.
 

Quote
- Do not forget to change the name Direwolf on Variant Pet to "Hellhound", because Direwolf existing in Synergies is different from that in Variant Pet. Direwolf existing in the Synergies are generally only Pet wolf that is larger than normal Pet Wolf size.

As the two dire wolves won't cohabit it's not mandatory to change the name.


Quote
- What do you mean by you won't be able to choose it with a new character? Is there no more double pet? like what you do for Essential Pet, no pet is double with Variant Pet. If so, it seems pretty good.

Yeah I mean synergies pets will be disabled at creation screen, but still works if you have already have one.


Quote
- Perhaps the Imaginary Pet Icon can be changed into a monster heros icon rather than left empty like that. I know it's just imagination Pet, but when if it's made empty it seems like there's something missing. :D

No, I prefer the empty picture.

Re: Pet Variants Mod
« Reply #130 on: »
Quote
You and Phanjam seem to prefer an increased damage, so this is what I'll do.
And yes, maybe I won't double the damage if the attacks have a 2 seconds animation, probably a little less (someting like +75%)

In my mind the troll should have struck quite slowly and give more damage because of the size & weight that is quite heavy (that's on my imagination)

Quote
Yeah I mean synergies pets will be disabled at creation screen, but still works if you have already have one.

Then no more pet double. Awesome. :D

Quote
As the two dire wolves won't cohabit it's not mandatory to change the name.

Will Direwolf Synergies will be disabled at creation screen? I hope so, to reduce the double Pet name. It's literally just Big Wolf Pet with 2 skin (black & white). I more like it Direwolf from Variant Pet. :P

Quote
- As I said before, each pet will start with different stats

- Each pet will start with a 'talent', that would be more an affix than a skill.
Examples : Bleeding bite, Regeneration , knockback attack, knockback resistance, increased critical chance, ...

- Each pet will 'unlock' a skill at levels 30 and 60. These skills would come from a common library.
Examples : Pet growth (+50% size and + 50% damage for x seconds), Frenezy (+50% attack speed for x seconds), elemental attacks, support spells (shield on owner that absorbs damage / owner growth / owner attack speed), healing skill, aggro skill, ...
I have to put in my library at least 30 different skills for diversity.
The way to implement skills that unlock at specific levels could be a stat watcher on skills based on the level.
 

I really like the idea, not make the pet become too over power. Especially pet ideas that will gain skill when reaching a certain level. ;)
« Last Edit: July 03, 2018, 01:01:17 pm by Sch123 »

Re: Pet Variants Mod
« Reply #131 on: »
Quick update, in the next version you will get :

- pet shops are now in the 4 towns (there was a bug for act 3 in MPC that I copied)
- I've change the frame numbers in scorpion's animation file, he will able to use spells now
- the Pokemon pet is successfully integrated and debugged

Re: Pet Variants Mod
« Reply #132 on: »
Bug Report:

Find other Pet that has a Bug similar to Pet Swamp Troll & King Troll. Pet Wisp & Nether Wisp also have the same bug. On the Tab Pet Menu looks black.

Note:

Quote
It works for me.
Try someting like 'item VP_FISH_PET_BAT'

It's there, but it's not in the Fish section. When I search for it by typing the "Fish" it will show the list of existing fish code. But Pet Variant is not in the Fish section.
But when I type "Item" it will show list of existing items code, and I found Variant Fish code there.


Re: Pet Variants Mod
« Reply #133 on: »
Find other Pet that has a Bug similar to Pet Swamp Troll & King Troll. Pet Wisp & Nether Wisp also have the same bug. On the Tab Pet Menu looks black.

For them it's more a problem like King in Masks, it's a special effect that is not handled in the pet menu.
So i can't do anything about it.

Quote
It's there, but it's not in the Fish section. When I search for it by typing the "Fish" it will show the list of existing fish code. But Pet Variant is not in the Fish section.
But when I type "Item" it will show list of existing items code, and I found Variant Fish code there.

It's normal, the 'aspects' have their own UNITTYPE, that is not FISH but VP_FISH.

Re: Pet Variants Mod
« Reply #134 on: »
Hi @Korzeam

The Pet Construct, when he ran it's looked like he slid across the surface. Is that normal?
 :D


 

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