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December 07, 2019, 03:08:02 PM
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Author Topic: Stat-driven Skills: How They Work  (Read 3639 times)

Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #15 on: October 07, 2015, 06:01:45 PM »
Hey, not sure if this is still needed but I was wondering about all that stat thing.
Is there a reason you use stats instead of just the enable/disable - show/hide in the logic?
Skilltear 2 is hidden and by clicking the skilltear 1 MButtonUp -> show Window skilltear 2 and so on.

I just didnt understand the need of stats here :D

Eddit: nevermind. I think i got it.. you unlock skills after reaching certain Stat values?

[Q] I create a skill (lets say gain +% attack speed) and link it in the player.dat with level = 1 but work with these Stat reqs: Would this allow me to unlock the skill (no clicking needed) just by spending stat points?

that is obviously what i was looking for (if working!)
« Last Edit: October 07, 2015, 06:08:57 PM by lolesch »
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Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #16 on: October 07, 2015, 08:58:42 PM »
well i worked through that menu to come up with a more simple logic where you dont need the "add" and "check" evaluators... correct me if i'm wrong!
Spoiler

SkillOne is enabled but hidden - Skill 2-5 are disabled and hidden
Text RequirementOne is enabled and shown Req2-5 are disabled

Open menu evaluates required stats. If fals you can read the ReqText. If true you see the Skill and can click the button.
This will show either the next Skill (If Value = true) or the ReqText2 and so on.

But maybe I just didnt got your Idea of the extra Stats...
« Last Edit: October 12, 2015, 08:43:08 PM by lolesch »
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Offline gytfunke

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Re: Stat-driven Skills: How They Work
« Reply #17 on: October 07, 2015, 09:30:17 PM »
Heya Iolesch,

Yours does look simpler.  Some things to test:

1)Invest a point in T1S1 to show T1S2.
--Close the skill window and reopen it.
--Is T1S2 still visible?
--Quit the game and reenter with the same character.
--Is T1S2 still visible?




Also, @Phanjam, are you still working on your skill UI?  It looks super spiffy!  I didn't notice your posts back in April  :-[  I was super busy at the time and they must have gotten buried in the Recent Topics feed.



Offline Phanjam

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Re: Stat-driven Skills: How They Work
« Reply #18 on: October 08, 2015, 11:26:08 AM »
Also, @Phanjam, are you still working on your skill UI?  It looks super spiffy!  I didn't notice your posts back in April  :-[  I was super busy at the time and they must have gotten buried in the Recent Topics feed.

You mean the stuff I posted around this time? Haven't worked on it since that time :P but if anyone wants to use it they're very welcome to it! (I just need to find it first LOL!)

@lolesch I know you're a skilled artist, so you may have ideas in your head already.  I think we should focus on getting the mechanics to work smoothly first, then make the art to support/enhance it ;)



Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #19 on: October 08, 2015, 02:08:18 PM »
Okay, I got another tough nut to crack (at least for me)
I got the stat point tree working, you can invest a point to unlock the next one. After 5 points you will reach another Button.
Now what I need is a passive skill with different states. You already learned it but it has no impact.
Clicking the Button in the StatsMenu will operate to add a dynamic stat -> this should automatically enable/add/remove a different Skill level/affix? without investing skill points.

after another 5 statpoints invested you can reach another button to unlock/change a skill...

Could this work? I couldnt get it to run propper... :-[
« Last Edit: October 08, 2015, 03:10:04 PM by lolesch »
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Offline gytfunke

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Re: Stat-driven Skills: How They Work
« Reply #20 on: October 08, 2015, 09:50:15 PM »
Hi lolesch,

Should work.  There's a few quirks (as always, right?).

But I have a question first.  Is this the implementation you have in mind?

Code: [Select]
[Click Skill Invest Button] -> [One skill point is spent] -> [Increases level of passive skill] -> [Increases level of secondary skill]


Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #21 on: October 08, 2015, 09:58:01 PM »
since I'm in the Stat menu i cant click skill invest buttons at all...
Would be simple in the skill menu but there i cant implement the stats

So what i had in mind:
Code: [Select]
1. Base Skill enabled at lvl1 with different States
2. Click Button -> Stat Operatator - add dyStat -> Skill bonus is added to the player

so yeah, basically you are right but there is this thing I have to work around the "spent Skillpoint" thing becaus I cant use it there...
« Last Edit: October 08, 2015, 10:03:08 PM by lolesch »
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Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #22 on: October 09, 2015, 09:05:43 PM »
I'll try it again:
you know Diablo3 skills system? you unlock skills by leveling up (passively. no skill point spent) and the you got the possibility to choose Runes modifying your skill. Thats basically the same mechanic I'm looking for.
Lets say I've learned a skill and now i want to choose between different affixes through the UI without spending Skill points... I've tried to controll the affixes with statrequirements and add/remove the stats by clicking buttons but as far as I can say it dint worked out. But thats maybe just because of my rare knowledge of skills
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Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #23 on: October 10, 2015, 07:53:50 PM »
well, what I got so far:
a menu where you can spend Statpoints in a Tree (one unlocks the next). every few steps you can unlock skills (by adding a stat -> the Skill has a statreq).
I gave the magma spear a statrequirement and I couldnt use it untill I spent my statpoints to unlock it. works fine!

Now there is just a little problem: this doesnt work with passive skills as far as i can say. They just ignore my Statrequirement  :'( and my skilltree is based on passives  :D
any Ideas?

thats the concept of the "map"
Spoiler
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Offline Phanjam

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Re: Stat-driven Skills: How They Work
« Reply #24 on: October 11, 2015, 12:43:13 PM »
Hey Lolesch congratulations! And it sounds like you're on to something big!

Now there is just a little problem: this doesnt work with passive skills as far as i can say. They just ignore my Statrequirement  :'( and my skilltree is based on passives  :D
any Ideas?

I can't think of anything at first - are you testing using existing passive skills?  Maybe you have to make custom ones for this new system (I don't really know for sure...)

thats the concept of the "map"
Spoiler

Wow! So your UI will have horizontal/vertical scroll bars, or will you make a big version of your famous pop-ups? ;)



Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #25 on: October 11, 2015, 12:49:43 PM »
I can't think of anything at first - are you testing using existing passive skills?  Maybe you have to make custom ones for this new system (I don't really know for sure...)
I was testing all types.. normal, passive, any but nothing really worked the way i want it to
Quote
Wow! So your UI will have horizontal/vertical scroll bars, or will you make a big version of your famous pop-ups? ;)
::) Huh, what do you mean by "my famous pop-ups" ? I'm using hor/vert scroll yeah
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Offline Phanjam

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Re: Stat-driven Skills: How They Work
« Reply #26 on: October 11, 2015, 01:00:44 PM »
::) Huh, what do you mean by "my famous pop-ups" ? I'm using hor/vert scroll yeah

My mistake, you called them "shortcuts" (in your Lolesch HUD mod) not pop-ups :P

Spoiler




Offline lolesch

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Re: Stat-driven Skills: How They Work
« Reply #27 on: October 11, 2015, 01:03:00 PM »
well these are just moved menu tabs. I'm gonna use the same here changing the Stats menu into this "Map"
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Offline gytfunke

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Re: Stat-driven Skills: How They Work
« Reply #28 on: October 11, 2015, 06:24:22 PM »
works fine!

Now there is just a little problem: this doesnt work with passive skills as far as i can say. They just ignore my Statrequirement  :'( and my skilltree is based on passives  :D
any Ideas?

I'm not following you entirely.  You could send me the file and I might be able to get back to you in about a week.  I'll take a look at it and see what I can figure out.

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