okay as a fallback i also want to learn how to widen the TL2 skill foldout like this...
Spoiler
(https://i.imgur.com/MmeemtW.png)
It was done by user LucasTULSA who posted this pic on forums.runicgames (http://forums.runicgames.com/discussion/45439/skill-tree-is-it-necessary-to-expand-the-skill-group) in 2012!
Unfortunately he did not post anything about how he did it. I know it's a custom .skilltreeoverride file, but i'm not sure if changes like this doable just by dragging things around inside GUTS. I'm thinking of starting with a larger skilltree background image and just drag the other elements around.
But any tips from anyone would be a big help! ;) Thanks!
And that Talent Tree is awesome, like DOTA II ;D
Yes it looks really good! Hope I can figure it out this weekend ;)
I also used @gytfunke 's UI files from his early works on the LOE mod. It looks like this...
Spoiler
(https://i.imgur.com/LP2yBSH.png)
I'd like to change it a little but I need to understand it more first. But it's close to what I am imagining :)
I think TL1 doesn't like the newer version of .MESH :P Which i/o scripts do i use again to export in the older .MESH format?
Thanks again @Vkoslak for the tip on OGREXMLConverter 1.6.3,
because...
IT WORKED!!!
(https://i.imgur.com/ggzE2Ij.png)
Now to change the background and see if TL1 will let me alter skills to be dependent on other skills :D
I shifted to working in TL2 because i was having trouble making the sill lock/unlock work in TL1. So i figured out the logic for locking/unlocking of skills in TL2 - really neat! Thanks very much to @gytfunke for teaching me this ;)
And I have this skill tree which i'm using for testing...
Spoiler
(https://i.imgur.com/OST8IH7.jpg)
That is in-game and so far it seems stable. Don't mind the skilltree art - it's very much placeholder for now (took me forever to get the alignments right :P )
As you can see there are currently 4 tabs (can be more).
The idea is each tab will be for a set of skills of a certain player-type (fighter, mage, summoner, etc)
My idea is to have a "training skill" for each tab, probably a passive skill. like for the fighter tab, the training skill might give you a damage bonus that scales with strength. The training skill will go up about 15 - 20 levels BUT EACH LEVEL WILL ACTUALLY BE ONE SKILL ON ITS OWN, and each level is locked until you've invested in the previous level.
Then there are other skills on the tree (mostly active but these can be passives too) which are locked until you've invested in a certain level of the training skills. So like "slash attack" (a destroyer skill) might unlock once you've invested in the 5th level of the training skill. And so on for all non-training skills on the tree.
(https://i.imgur.com/3Dl765S.png)
So that's my idea - comments welcome ;)
EDIT - will take a short break from this for now as i haven't been feeling well these past few days :P
Lol yeah that took me like a day and a half!
Some improvement t the skilltree artwork...
Classless Skilltree Art
(https://i.imgur.com/BIRIvvS.png)
Always helps inspire me to work if the artwork is prettier (i'm shallow that way :P )
I'll get started on a "fighter" skilltree first, since that's my favorite playstyle...
Okay here is the AFFIX i plan to use for level 1 of the "Fighter" training skill...
[AFFIX]
<STRING>NAME:CLASSLESS_FIGHTER_TRAINING_01
<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:CLASSLESS_FIGHTER_TRAINING_01
<STRING>ACTIVATION:PASSIVE
<STRING>DURATION:ALWAYS
<STRING>TYPE:DAMAGE
<STRING>DAMAGE_TYPE:PHYSICAL
<STRING>STATMODIFYNAME:CHARACTER STRENGTH
<STRING>STATMODIFYPERCENT:130
<BOOL>NOGRAPH:true
<FLOAT>SOAKSCALE:0.8
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>MINFORCE:1
<FLOAT>MAXFORCE:1
[/EFFECT]
[/AFFIX]
From here <STRING>STATMODIFYPERCENT: will go up in increments of 5 and <FLOAT>SOAKSCALE: will drop also in incremets of 5. Each affix will be used by a separate skill (training skills 1 to 15 or 20 for example).
Gonna run with this for now, but if anyone sees any problems with it pls let me know!
Hi guys! I got only a little done this weekend - I was able to make a working "skill container" inside the skilltree layout. Yup that's all, sorry :D
Let's start with a nice tip. It turns out when viewing a skilltreeoverride.layout in GUTS "UI" tab, you can copy-paste parts of the layout from the left-hand tree!
The GUTS "UI" tab view
(https://i.imgur.com/u70cdNC.png)
Looking at the vanilla arbiter skilltreeoverride, it looked like i needed two items. First, the little window which holds the skill icon...
(https://i.imgur.com/DD3gMp6.png)
and second, the little plus sign to invest skill points...
(https://i.imgur.com/fb11KDK.png)
So i opened two instances of GUTS - in one instance i opened the vanilla arbiter skilltreeoverride and in the other i opened my custom skilltreeoverride. Then from the vanilla instance i selected the items i wanted (one at a time) and copy-pasted them over to the custom instance.
(https://i.imgur.com/aRzxOaG.png)
It took a few seconds but they eventually appeared in the custom tree! Then I just drag-&-dropped them under their proper "parent" items in the custom skilltreeoverride and adjusted their properties setting (in the right-hand panel), like setting the skill "widget" to point to my new "Fighter Training" skill.
And i got this 8)
Spoiler
(https://i.imgur.com/ZiIe3Ys.png)
Another reason it took me so long to get only this far was i forgot to include the new "fighter skill" i made in the list of [SKILL]s in the unit's .DAT file. Until i thought of that, the skill tooltip was just showing the template and i was going crazy thinking what was wrong :D As usual it was just another simple error!
Now to plot the rest of the skills and make sure the unlocking works smoothly ;)
When you're modding the UI elements you need a solid imagination of how it shall look like in the end! I recommend sketches or photoshop montages. This preparation can save a lot of time as soon as you got familiar with the UI elements in guts! For this I guess it will need a tutorial at a certain point since there are so many options to handle these elements...
Hi @lolesch !
I realized how correct you are with this statement and how critical it is to working precisely on a UI mod. So i tried hard to make a vision which I won't be ashamed to show to you :D So here it is...
Figure 1 shows the widened skilltree in the UI with some sample skills on it. I think it should be as close as possible to the vanilla art and other layout elements so that other layouts don't need to be adjusted. I take responsibility to make all the art pieces to be used in the layout.
Figure 1
(https://i.imgur.com/DOZBn1A.jpg)
Training Skills
Highlighted in blue is the "training skills" area. The training skill is like the base skill for a particular player-style (fighter, caster, rogue, etc.). So the multiple tabs on top will switch you between the skilltrees of the different player-styles, and each style will have its own training skill.
Training skills will most likely be passive skills that grant bonuses helpful for their particular style and I think it's okay to go up to level 15. But in my design I will make each level a separate skill, so that any one of them can be defined as a requirement for unlocking another skill (because I don't know if this can be done with a multi-level skill).
Even though they are separate skills, the display of the training skills can be simpler than full icons to save space (in figure 1, i made them just small buttons). The training skill levels will unlock in sequence (level 1 unlocks level 2 and so on). As you invest in each level, a simple artwork color change can indicate which level you already reached.
Skill Unlocking
The idea is that a given skill in the main section above the training skill area can require that you have invested in a certain level of the training skill before the given skill is "unlocked". Figure 2 shows ideas for how the UI can display the various "states" of a skill.
Figure 2
(https://i.imgur.com/2QqgXvB.jpg)
- When a skill is still locked the UI will not show any plus sign to click to invest in the skill and the skill icon itself will be grayed.
- Once the skill becomes unlocked the UI would show the plus sign to be able to invest in the skill. But if there are no points invested in the skill yet, the icon will still be grayed.
- Once you have invested any point/s in an unlocked skill, its icon will then be displayed in color.
Skill Display
Whether the skill is locked or unlocked i think the player should still see the tooltip describing the skill. Figure 3 shows an idea for the skill tooltip
Figure 3
(https://i.imgur.com/MDuCBNH.jpg)
These "main skills" could be active or passive and they could be multi-level ( [LEVEL1]...[LEVELn] ). So ideally the tooltip will show the "current level" / "next level" descriptions like the vanilla game.
What is different from the vanilla skills is I'm planning the main skills will not have any tier bonuses (if the skill will "evolve" to a stronger version, I will make it a new skill instead). Also it is ideal if the tooltip can show the required level of the training skill needed to unlock the skill (encircled in blue in Figure 3 above).
Finally, it would be ideal if each training skill level could also have a tooltip (although there's no need to show "current / next").
More Tips from lolesch!
For example the "Group"-folder is more or less for invisible elements like logic, controllers and statwatchers, etc. Always use the "Window" element to group visible things. this parent window just need a size but no image so it is more like a placeholder.
When I'm modding UI I clone the file (in this case the skilltreeoverride) and inside the file I coppy paste everything into a "Window" element with the name "Original" with visibility - false. This way I can doublecheck how it was done originally and copy anything I need without reopening the base file.
IMPORTANT: sometimes there is a conflict with logic groups since the dublicated i.e. Button is not linked to anything...
Thanks very much for these tips!
Just to make sure... you do use the UIScale tool from the GUTS Utilities? This is a must have when you edit UI :)
Uh... i don't know! ::) what is that? lol!
Have you noticed that investing in that skill will make you suffer damage? I guess the "deal physical damage" has to be redirected :P
Yes thanks I was able to fix that and put it into the dropbox folder ;)
I would recommend to keep locations clean and mathematical. I nearly never use the "SCALE HIGHT/WIDTH" property since it is based on your screen resolution and much harder to keep "in place".
Haha! Yes i noticed this - I think this is the cause of the "moving elements" i mentioned.
Next big thing is that the guts editor does not show the "correct" resolution of objects larger then "whatever" pixel so you need to mesure the right position with photoshop or trial and error between guts editor and "in game mode"
Depending on the objects position I often choose between top center bot right center left - and from there I can offset the next object for its own width and a few spacer pixels (was that understandable?)
Thanks again for these tips too!
Again lolesch i am really really grateful for your expert help but i think the work should be "even" as much as possible, which is why I want to take responsibility for the images (at least that I can do!). Also I would like to actually learn this, so I ask pls be patient with me if I'm slow on something which you could do in a minute or less :D !
I am really excited about working on this mod! Thanks again!
hey @lolesch ! I spent the whole day trying to apply your tips :P i still do mostly trial and error but your tips gave me good direction.
In fact i was able to make this...
Classless Skilltree In-game
(https://i.imgur.com/Alfb9vf.jpg)
This is in-game already and it appears stable so far. Thanks so much for those tips!
From here i was planning to start experimenting with skill unlocking, at least for the "training skill" section first.
So i guess now i should decide whether to go "all separate skills" OR "multi-level skill with stat-watchers". Can i get your opinion about this pls?
About the Tooltip
Will the choice of separate skill/multi-level skill affect what we can do with the tooltip?
I was thinking the standard skill tooltip doesnt look good for the training skills - each tooltip will always show "rank 1/1", or hovering over each mini-icon pops up the same looking tooltip every time and the tooltip is too big, etc, etc. :D what do you think?
Or an alternative would be to just keep clicking the first skill icon/plus sign, and have a "progress bar" that keeps extending to the right. Is that possible/advisable?
Again thanks so much lolesch!
oh a quick question pls!
In aligning the training skill icon, I had to mis-align it in GUTS :o
Spoiler
(https://i.imgur.com/uiBg7pm.png)
is it something about the parent, or alignment, or both?
this is what I've mentioned before, GUTS does not show the correct size of the background image (is is bigger in-game then it appears in GUTS) so you have to "mis-align" things.
Okay, got it and thanks ;)
I've seen your file is larger then the size you set in guts, so I decided to quickly adjust that... Its in the dropbox now (i've uploaded the photoshop file too so you might have a look how Ive done it)
To test it out I've cloned your skilltreeoverride and filled in my piece but I noticed wrong locations here . . . I went through all the major elements and double-checked the size and offsets.
You still had a lot of elements with scaling properties so I fixed them and relocated the buttons aund windows with XnY offset. Mainly by copying the vanilla values and adjusting the width here and there.
now the background image fits perfectly - though it still appears too small in GUTS - this is where you might need photoshop creating a collage of your element like in GUTS and mesure their position, then head over to guts and place them there, even if they wont fit with the background
Thanks so much lolesch! I also ended up adjusting the size of my background image (I went with 715h x 900w) and with your tips from the previous posts I think I was able to get the alignments and offsets mostly right, so things fit better and it became more stable!
will upload it too so you can have a look. though the imagesize is not optimal! the menu is called Skilltree_lolesch and you have to bind it to the unittype but you know that :)
You mean a new skilltreeoverride.layout file with your edits? That would be really helpful for double-checking myself for errors, thanks very much!
I'd do a multilevel skill - feels more comfortable to me but you are the skill master not me :)
Or an alternative would be to just keep clicking the first skill icon/plus sign, and have a "progress bar" that keeps extending to the right. Is that possible/advisable?
I like it. but you can also remove the tooltips from the buttons and just ad a hover description so the tooltip only shows up on the "training skill icon" and the further buttons just say something like "increase trainingskill" or so. this way you would need a multi-level-skill!
Yes, I would prefer this kind of presentation, it seems more efficient ;) So, multi-level skill it is! And I will now make some alternate artworks for a skill "progress bar" 8)
ah, and for your logic and stat controls... I found this:
http://torchmodders.com/forums/classless-character-concept-(new)/mod-directionvision/msg3063/#msg3063
Skill Unlocking Logic by lolesch
(http://i.imgur.com/HqAbgro.png)
Thanks so much for reminding about this post! I think I can grasp the logic enough to see how it works.
So the green "TxSx Req" items on the left will be a required value for a dynamic-stat given at each skill level?
Yes, I would prefer this kind of presentation, it seems more efficient ;) So, multi-level skill it is! And I will now make some alternate artworks for a skill "progress bar" 8)
Okay this is what I came up with...
Alternate "Progress Bar" Skilltree
(https://i.imgur.com/emQt2oE.jpg)
When you have no skill points the red plus will not show, revealing the "gray" plus underneath (in the image).
There are 15 progress slots; the idea is to just overlay a colored image on the slots as you invest.
Critique is welcome ;)
Skill Unlocking Logic by lolesch
(http://i.imgur.com/HqAbgro.png)
So the green "TxSx Req" items on the left will be a required value for a dynamic-stat given at each skill level?
Okay based on the logic I assumed the "main skills" will evaluate if a certain STAT is at level "x" before displaying the plus button.
So I made the "Fighter Training Skill" a 15-level skill and put a SET STAT [EFFECT] in each level , like this...
[LEVEL1]
[EVENT_START]
[EFFECTS]
[EFFECT]
<STRING>NAME:FIGHTERTRAINLEVEL
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:SET STAT
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>CHANCE:100
[/EFFECT]
[/EFFECTS]
[AFFIXES]
<STRING>TARGET:SELF
<STRING>AFFIX:CLASSLESS_FIGHTER_TRAINING_01
<INTEGER>AFFIXLEVEL:1
[/AFFIXES]
[/EVENT_START]
[EVENT_END]
[AFFIXESREMOVE]
<STRING>TARGET:SELF
<STRING>AFFIX:CLASSLESS_FIGHTER_TRAINING_01
[/AFFIXESREMOVE]
[/EVENT_END]
[/LEVEL1]
Succeeding skill levels will re-set the MIN/MAX so that by level 15 the FIGHTERTRAINLEVEL stat will be equal to 15.
And this is the STAT .DAT...
[STAT]
<STRING>NAME:FIGHTERTRAINLEVEL
<INTEGER64>UNIQUE_GUID:2524506058930012224
<STRING>TYPE:TYPE_INT
<BOOL>SAVES:true
<FLOAT>MINVALUE:-1
<FLOAT>MAXVALUE:15
<FLOAT>DEFAULTVALUE:-1
<FLOAT>VALUE:-1
[/STAT]
@lolesch I will try to use this set-up now inside the skill unlocking logic you shared, but if you (or anyone else ;) ) see any trouble with the code please let me know!
just a little input:
You can also create a rollover like in the stats menu. these are simple and can display player stats but won't read through the skill info.
might be a possible solution for the progress bar so hovering will show a window with further information like:
<skill-level-stat> of 15
investing in this skill will unlock "main skills"
Haha ok i will shift focus now to making a few fighter skills :D give me a day or 2 for that.
Okay i placed files for 3 new skills in the DropBox folder (you probably received the comments/notifications by now)
So now along with the multi-level "fighter training skill" there is also:
- Greatweapon Mastery - a passive skill with 15 levels
- 2Hander Slam - an active skill with 15 levels and
- Fighter Dash - an active skill with 6 levels
I haven't fully tested them but they are all basically copies of pre-existing skills, so they should work :D
I also uploaded a new image file for the skill tree with a separate graphic for the training area...
Skilltree Components Image
(https://i.imgur.com/YuJF7qP.jpg)
I hope it helps in aligning the graphic elements for the "progress bar" style of the training skill area ;)
?Question: Should I also separate that big metal plate for the "main skills area" to make alignment easier?
You can also create a rollover like in the stats menu. these are simple and can display player stats but won't read through the skill info.
Thanks for this lolesch! I think it could be used in the main skills area for the "Required level of the training skill" message, when a skill is still locked.
Let's keep inspiring each other! :D
Hey @Phanjam, I looked into your skills and placed them in the UI. Inside the main skills window is an Imagestate element. you have set the current state to -1 -> change that to 0 and set the parent skill window to visible but disabled. this way you can see the "?" icon
Is there a reason you want to hide the skills you are able to unlock later? IMO the player should be able to read through to decide if he wants to invest into fighter tree or more into another tree because he knows what to expect there...
anyways,
I also uploaded a new image file for the skill tree with a separate graphic for the training area...
?Question: Should I also separate that big metal plate for the "main skills area" to make alignment easier?
this looks great! I have not figured out what size an image can be without being scaled down. It might help to separate it. though we might try to set it up like this:
backgroudimage
Mainskill_window (top left)
Mainskill 1 (offset with pixel calculation or trial and error...)
mainskill 2...
trainingskill_window (bottom left)
trainingskill (left center)
meanwhile I've added an effect to your affixes (cuz i dont like to use effects in the skill editor...)
each affix has now an
effectname-fightertrainlevel AddStat min-1 max-1 chance-100 INSTANT saves-true
since the stat saves the next level affix just need to add 1 even if the affix before was removed.
It works fine with investing but I noticed I get 2 additional fightertrainlevel stats when I unse the console command "levelup". I could not relocate where these stats are comming from! havnt tested it in game though, just in guts game mode.
since you wanted to learn these things by yourself I will leave you with that. I can upload it on demand :D or post the code here...
one more thing about that stat: you dont need to fill in all the cells like max value.[STAT]
<STRING>NAME:FIGHTERTRAINLEVEL
<INTEGER64>UNIQUE_GUID:2524506058930012224
<TRANSLATE>DISPLAYNAME:Fighter Training Level
<STRING>TYPE:TYPE_INT
<BOOL>SAVES:true
[/STAT]
this should work
Thanks so much again @lolesch for all this help! I will honor ur teaching by putting it to good use :D
Is there a reason you want to hide the skills you are able to unlock later? IMO the player should be able to read through to decide if he wants to invest into fighter tree or more into another tree because he knows what to expect there...
Ah no, i had intended for all the skills and their tooltips to be visible at all times. It should be only the plus-sign that is hidden when the stat evaluates "false".
I will try to figure out the imagestate controls to make it this way. But i was thinking of doing it the same way i did the training skill (show/hide the plus-sign, but the skill itself is still visible). If i get stuck i'll shout for help :D
meanwhile I've added an effect to your affixes (cuz i dont like to use effects in the skill editor...)
each affix has now an
effectname-fightertrainlevel
AddStat min-1 max-1
chance-100
INSTANT
saves-true
since the stat saves the next level affix just need to add 1 even if the affix before was removed.
Thanks for this lolesch! I checked the files in DropBox but your edits are not there yet. Is this the code you used?
[EFFECT]
<STRING>NAME:fightertrainlevel
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD STAT
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>CHANCE:100
<BOOL>SAVE:true
[/EFFECT]
If correct, I'll add it to the affixes on my end ;)
It works fine with investing but I noticed I get 2 additional fightertrainlevel stats when I unse the console command "levelup". I could not relocate where these stats are comming from! havnt tested it in game though, just in guts game mode.
Okay i'll see if i can fix that / will check in-game too.
one more thing about that stat: you dont need to fill in all the cells like max value.
[STAT]
<STRING>NAME:FIGHTERTRAINLEVEL
<INTEGER64>UNIQUE_GUID:2524506058930012224
<TRANSLATE>DISPLAYNAME:Fighter Training Level
<STRING>TYPE:TYPE_INT
<BOOL>SAVES:true
[/STAT]
this should work
Thanks very much for this tip too!
Hi @lolesch !
Okay I have made some progress. I placed the Primal Slam (FIGHTER_2H_AOE.DAT) skill in the main area and named it "Fighter Active 1" in the tree. Then from the Logic Timer I added a Logic Gate named "Fighter Active 1 Req" with settings...
(https://i.imgur.com/jDmcFKS.png)
I set the Logic so that the dynamic stat FIGHTERTRAINLEVEL > or = 5 will Activate/Deactivate the Plus Sign element, like this...
(https://i.imgur.com/4pnXOaT.png)
("Plus Fighter Active 1" is the name of the Plus Sign element in the tree)
When GUTS starts it looks fine...
In GUTS
(https://i.imgur.com/k1chNE1.png)
But when i've invested 5 points in Fighter Training, what happens is the plus sign for the Primal Slam skill disappears!
I'll keep testing but I posted this because i'm hoping you might know what the problem is already :P
Okay the timer change to 0.1 helped a lot. it still flashes for a split second, but it is much less bothersome :D thanks @lolesch
Ah and the progress bar is in place! But there are minor glitches...
Progress Bar
On the first click it seems the stretch to the right ends too early...
(https://i.imgur.com/AA4AV98.png)
It gets corrected by about level 5...
(https://i.imgur.com/EiPqBnr.png)
But then it over-extends by level 7 or 8...
(https://i.imgur.com/R0Yevjn.png)
By level 15 it's okay, needs minor image adjusting only...
(https://i.imgur.com/1eqtfrj.png)
These are the settings for the progress bar element...
(https://i.imgur.com/XdhefcP.png)
Do you see anything i should adjust?
But i'm really happy it's in place and working! :D Thanks again lolesch!
I was able to fix the progress bar display glitches ... I feel pretty good about the mod progress this weekend
Gratz Phanjam! This is the moment you should change the topics title ;) Yeah, it feels much faster then planning all alone.. I was ill so I had a lot of time to help out but I see you got used to it very fast so you will need me only from time to time I think.
meanwhile I was able to get my stats overhaul to work (big shout out to @gytfunke !)
this is the statsmenu
(https://i.imgur.com/TivyYhy.jpg)
I will use these as a skillrequirement and I managed to create a solid mindset of skills I want to arrange on my skills map so we are at an equal point, haha.
looking forward to your concept while I try to get the basic setup done over here
Ok i believe its worth an update... Here is the current state of the Fighter tree...
SKills Masteries Skilltree
(https://i.imgur.com/U5yOjH4.png)
Its about halfway done. Skill unlocking seems stable so far. All art is not final:D
Fixed that curtain behind the skilltree not going all the way to the right ;) and added the top and bottom crests...
Skills Masteries Skilltree
(https://i.imgur.com/htTPqCG.png)
and in-game...
(https://i.imgur.com/4erNPzF.jpg)
Sorry, false alarm!!!
I tried reverting back to an earlier version of the mod and it seemed to fix the problem (tho i don't really know what caused it ::) ) :-[ sorry to bother!
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
well it seems i managed to screw-up the display of the curtain behind the stats panel :D
for some reason, the curtain now extends beyond the right edge of the stats panel...
bad curtain!
when just the stats panel is open...
(https://i.imgur.com/LbiI4cq.jpg)
when both stats and skills panel are open...
(https://i.imgur.com/zCys7Sb.jpg)
I did modify the .MESH and textures used for the right curtain and for a while it worked fine. But now it seems the left curtain is affected somehow >:(
@lolesch i can't seem to figure out what i did wrong. If okay with you, i posted the mod files in the shared DropBox folder and can I ask for some of your time to look inside pls? Hope it's okay and thanks either way! ;)
Thanks v much for that timeline tip @lolesch ! I will look into that to add itto my learning ;) that was basically the only problem i got.
Oh that banner artwork is really beautiful lolesch, it's going to look really great!
I finshed one tree finally! the "Fighter" tree.
TQ Skilltree Mod, 2017-12-16
(https://i.imgur.com/AerRUKe.jpg)
I am kind of tired of my mod right now, so i'd be happy to help with your skill designing. I'll visit your thread to see what kind of help i can offer :)
okay i really should have been keeping this thread updated, sorry about that. I'll start doing that now a little at a time, but i'll jump in at where the mod is at the moment which is 4 out 5 planned discipline trees in place.
Custom skilltree layout
So i'm using a custom skilltree background and I got a lot of help from @lolesch to reach the current stage of the mod, thanks senpai!
Spoiler
(https://i.imgur.com/xUKALwK.png)
Like an image editor, the GUTS UI editor basically works on layers. You bring in graphic elements the same way you bring icons into the game - they have to be on a .IMAGESET file which the editor then reads in to the workspace. But each element you bring in is controlled only via the Properties Panel on the right side of the UI editor.
Spoiler
(https://i.imgur.com/GlwuhIB.png)
and it took me a long time to figure out how to use the properties correctly to get elements to behave the way i wanted, which I won't discuss here because it will take too long (I'll try make that a tutorial instead).
Lolesch taught me to use the UITool which scales your view of the central workspace - on my 1920 x 1080 monitor the default view almost fills the center space making it difficult to work with. Th UITool is available near the bottom of the GUTS Utilities menu.
Oh and, very counter-intuitively, the UI editor does not display items in scale with each other! So you may have items that look mis-aligned in the editor, but then are actually aligned in-game. So you can't eyeball stuff into place - you have to adjust item placing via their settings in the properties window.
One nice thing I learned is that you can copy-paste whole sections of UI elements to different parts of your skilltree, which was a big help. So I ended making a template discipline tree (which is hidden), and which i just clone and activate when i want to setup a new discipline tree.
Spoiler
(https://i.imgur.com/oM7ZI5w.png)
Thats the template. Once ive cloned it for a discipline i rename it and all its elements and then hide what i dont use. Every graphic item in the center workspace is represented by one of those lines on the layout item-tree in the left panel (these are the things you can copy-paste).
Okay sorry gotta break off for now and get some sleep. Will place more updates soon.
Hi @Phanjam
I have an idea for High-level skill Heal + Cure, "Yggdrasil" skill. Summon Yggdrasil Tree in the game, in around the tree area you and allies will get Regen HP & MP and the negative status buff will disappear. And also when the enemy is in around the tree area, they will slow down & their lives will be sucked as a tree nutrient. ;D
Yggdrasil Logo
(http://4.bp.blogspot.com/-iOxADQEbReA/Tj-lNH8h7II/AAAAAAAACyo/KdQp_rPiEek/s1600/Yggdrasil+-+Logo+-+Occult+History+of+the+Third+Reich+-+Peter+Crawford.png)
- new Caster active "Transpose" - warp enemies away from you
For the new Caster "Transpose" active skill, can it be made for longer duration for warp enemies. Because I thought, if I could keep warp the enemy a more longer in one place, I thought to do a combo skill with high skills that are owned by caster (Fire Column, Ice Devil, Lightning Dance and Poison Daemon).
Hi @Phanjam
Can you add 1 passive skill for the fighter?
Passive skill "Bullet Fist", idea from Mongol Archer passive skill Deep Penetration.
Skill description:
Passive skill "Bullet Fist"
Your punch strike with such force that your enemies shields are shattered more often & foes 4.5 meters behind your target at 45 degree arch receive a percentage of your damage
Always Enabled
Inflicts ?% of Weapon DPS
?% chance to break enemy shields
Requires a Claw
Can only be triggered by basic melee attack
And don't forget to add effect "-? To melee equipment requirements" on Fighter skill Melee Proficiency
Bug Report:
I also found a bug in the Rogue skill "Blade Dash", there it was mentioned that this skill requires level 4 Dual-Wield Mastery but in fact it can only be opened at level 6.
I keep saying i will update this thread, so here's a new one :D It's about
The Skill Unlocking Mechanism In The Classless Mod
I'll put the pics first and then talk about what's in them...
Skilltree UI Editing
(https://i.imgur.com/1SNvOdS.jpg)
Okay let's take the first Active Skill of the Fighter discipline. The "Plus" button to add a skill point to it is encircled "A" in the pic. It's also a "node" named "Plus Fighter Active 1" in the ui elements tree in the lefthand panel ("B"). These are just my names, it could be anything really.
This node is affected by another node named "Fighter Active 1 Req" labelled "C" lower down in the tree panel. That is a "Stat Evaluator" node and if you select it and look over in the right hand panel you can see what its settings or properties are. So we see it's set to evaluate the Stat "FIGHTERTRAINLEVEL" and check whether the value of that Stat at the time of evaluation is "GREATER THAN OR EQUAL TO" the value "2".
The FIGHTERTRAINLEVEL stat is a dyamic (non vanilla) stat which increments by "1" at every level of the "Basic Fighter Training" skill using a SET STAT effect. So this is all a way of evaluating "are you at level 2 or higher in Basic Fighter Training?"
How does this affect the "Plus Fighter Active 1" skill investment button? If the evaluation is FALSE (your FIGHTERTRAINLEVEL is < 2), the investment button is hidden. If the evaluation is TRUE (your FIGHTERTRAINLEVEL is = or > 2), the investment button is shown. So effectively you cannot invest in Fighter Active 1 skill until you're at least level 2 in Basic Fighter Training (neat huh?)
How does the hide / show stuff work? That's set via a UI logic tree which is another node built into this UI. It's labelled "G" in the lefthand panel down at the bottom of the pic. When you select that Logic node the toolbar at the very top of the lefthand panel shows a button that looks like a toolbox. Clicking that tool button brings up the logic tree's own panel which is the next pic...
UI Logic Editing
(https://i.imgur.com/EY1JdfI.jpg)
So there's the Stat Evaluator "Fighter Ative 1 Req" ("A" in the pic) and it's got the 2 outputs "Evaluated True" and "Evaluated False".
There's also the "Plus Fighter Active 1" target node ("B" in the pic. The name is truncated only when the item isn't selected). It in turn has 2 inputs "Show" and "Hide". All you do is drag a line between outputs and inputs. In this case, Output "True" links to Input "Show", and Output "False" links to input "Hide".
Ta da!
...biggest problem i see with using the pull effect is that when your being pulled you still have collision
ooh look what i found in one of the monster .ANIMATION files...
[KEY]
<STRING>NAME:DISABLECOLLISION
<FLOAT>FRAME:__
[/KEY]
[KEY]
<STRING>NAME:ENABLECOLLISION
<FLOAT>FRAME:__
[/KEY]
so basically you create movement points then have them activate in sequence to move your dude, sound extremely finicky and very prone to being broken imo, eg if your movement points are at different elevations or the damage shapes which pulls you fails to hit you etc.
yes finicky for sure. how about we hybrid the missile and teleport effects - have a missile go between the multiple targets (and deal the damage?) but the player mesh is teleported straight to (or pulled by) the last target?
there is also the swap pos with pet effect, ive never used and played around with it, but it could be a solution , at first glance though i have no idea how it exactly works, there is a property tag inside it called pet index, which i assume is what is used to determine which pet to swap positions with.
I forgot about that but it sounds like a one-time thing to me. similar to my first question about the "missile option" how do you retarget?
Will try to sneak-in some coding here at work lel
woot! the CURSE SKILL is working now (whew!) will just refine particles and such, BUT i also wanna check out one thing @TwinkleToes ...
i have used code which aims to limit the ability to cast the proc to 10 seconds, in 2 places...
1. in the CAST ON STRIKE affix, with a <STRING>DURATION:10 setting, and
2. in the STAT which gets put on the cursed target, which is supposed to decrement at -1 every second (the SET STAT AFFIX wh1ch puts the stat on the target sets it to '10' at the start, so supposedly it should be '0' after 10 seconds)
I just wanna be sure i've done the STAT itself the right way, so here's the code...
[STAT]
<STRING>NAME:ROGUE_CURSED_WITH_POISON_STAT
<INTEGER64>UNIQUE_GUID:-326560734951110310
<TRANSLATE>DISPLAYNAME:Rogue Cursed I
<STRING>TYPE:TYPE_INT
<FLOAT>MAXVALUE:10
<FLOAT>INCREMENTVALUE:-1
<FLOAT>DURATION:1
<BOOL>REFRESHES:true
[/STAT]
does this look right?