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Author Topic: Cast on crit as an item affixe ?  (Read 243 times)

Offline Al Est

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Cast on crit as an item affixe ?
« on: September 28, 2017, 06:38:52 PM »
Hello there, as the title says, I am trying to get something (a regular firestorm as a beginning) to proc on critical strike as an item affixe (im a noob btw, i have read all the guides i could find, but i still feel lost, like a lot).
I have tried with a firestorm called in the triggerable actions editor and an affixe ("add triggerable" effect) with a different name but with the same EffectName as the trigger action name. The affixe description gets on my weapon, and that's it, no proc (I have followed a life leech on crit skill path found in the Additional Classes mod, i haven't found any weapons with trigger editor affixe for the moment).

So, how would you guys do ? I really want to make some kind of path of exile cast on crit action, but i just can't figure out how to link trigger action/affixe  >:( 

(btw, how are these unique_proc affixes calling anything ? i can't find any WC_Stormclaw Proc if that's the method, and there's no file name in the editor itself ?)

Offline lolesch

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Re: Cast on crit as an item affixe ?
« Reply #1 on: September 28, 2017, 09:07:35 PM »
This should be easy - but i have nearly 0 experience with editing items...
Anyway, in the guts editor in the "data editors" dropdown you find "units" -> "items"
I was filtering for unique wands and found "The Black Glove" or "legendary_wand02"
on the right side there's a window called affixes and there you can find an affix:
"UNIQUE_PROC_THUNDERSTROM_33"
[AFFIX]
   <STRING>NAME:UNIQUE_PROC_THUNDERSTROM_33
   <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:WC_ThunderStorm
      <STRING>ACTIVATION:PASSIVE
      <INTEGER>LEVEL:1
      <STRING>TYPE:CAST SKILL ON STRIKE FROM TARGET
      <BOOL>SAVE:true
      <FLOAT>MIN:25
      <FLOAT>MAX:25
   [/EFFECT]
   [NOT_UNITTYPES]
      <STRING>NOT_UNITTYPES:WEAPON
   [/NOT_UNITTYPES]
   [UNITTYPES]
      <STRING>UNITTYPES:UNIQUE SOCKETABLE
      <STRING>UNITTYPES:WEAPON
   [/UNITTYPES]
[/AFFIX]
This affix will cast the skill "WC_ThunderStorm" on weapon attacks from the target hit.

Now in your case you want the ITEM to add a triggerable to the player and remove it when the item gets unequipped (else the triggerable will stay even without the item)
This triggerable has a condition to cast a skill on crit (you need a triggerable to check for crits, no "cast on critical hits" in the effect list...)
And finally your skill that casts whatever effect you can think of ;) for example a firestorm...
for more detailed explanation let me know where you got stuck
good luck and cheerio
lolesch

#EDIT:
this is how your triggerable should look like
[TRIGGERABLEACTION]
   <STRING>NAME:LLS_TRIGGER_CRIT
   <STRING>GAMEEVENTTYPE:CHARACTER
   <STRING>EVENTCREATOR:SELF
   <STRING>SUBTYPE:CRIT
   <INTEGER>LEVEL:0
   <FLOAT>FLOATCONDITION:0
   <INTEGER>COOLDOWN:100
   <BOOL>FILTERSELF:1
   <BOOL>SAVES:0
   [TRIGGERSKILL]
      <STRING>SKILL:YOUR_SKILL_NAME!
   [/TRIGGERSKILL]
[/TRIGGERABLEACTION]

btw I like the Idea! but since critical chance feels unbalanced to me it seems difficult to balance such an addon without reworking the crit chance on gear and statpoints...
« Last Edit: September 28, 2017, 09:16:33 PM by lolesch »
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Offline Al Est

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Re: Cast on crit as an item affixe ?
« Reply #2 on: September 29, 2017, 01:42:11 PM »
Hey, thanks for your answer !

My triggerable is looking exactly like yours, but i still only get the description on my weapon.
Is my method of linking the triggerable to an affixe the way i do the good one ? I have discovered the "edit triggerable actions" inside the item editor, but for the moment all it does is crashing the game when i pick up the weapon if i put the same triggerable inside (and if i search the wiki i only find a link directing to an empty page).

I have not thought about balancing, but sure it looks like it could be broken :D for the moment  i do this just to get used to the editor (i have an idea of a class with basic skills augmented by passive skills like multiple projectiles, increased aoe, multistrike and such but i guess that synergie between skills is a whole other topic :) )


Offline lolesch

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Re: Cast on crit as an item affixe ?
« Reply #3 on: October 02, 2017, 04:41:01 PM »
I'm  on a trip, let me get back to that in 2 days
In the meantime you may post your skill code, maybe I can find something there.

#Edit:
I'm back. how is your progress? accessing your mod files might help to catch the problem!
« Last Edit: October 03, 2017, 08:03:12 PM by lolesch »
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Offline Al Est

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Re: Cast on crit as an item affixe ?
« Reply #4 on: October 05, 2017, 10:01:35 AM »
Hey, I have been busy these last days, but here are the files :

Triggerable Action :
Spoiler
[TRIGGERABLEACTION]
   <STRING>NAME:UNIQUE_COC
   <TRANSLATE>DESCRIPTION:cast a spell on crit
   <STRING>GAMEEVENTTYPE:CHARACTER
   <STRING>EVENTCREATOR:SELF
   <STRING>SUBTYPE:CRIT
   <INTEGER>LEVEL:0
   <FLOAT>FLOATCONDITION:0
   <INTEGER>COOLDOWN:50
   <BOOL>FILTERSELF:1
   <BOOL>SAVES:0
   [TRIGGERSKILL]
      <STRING>SKILL:SHOCKINGORBPROCTEST
   [/TRIGGERSKILL]
[/TRIGGERABLEACTION]

I also tried with :
Spoiler
[TRIGGERABLEACTION]
   <STRING>NAME:UNIQUE_COC
   <TRANSLATE>DESCRIPTION:cast a spell on crit
   <STRING>GAMEEVENTTYPE:CHARACTER
   <STRING>EVENTCREATOR:ENEMY
   <STRING>SUBTYPE:GOTCRIT
   <INTEGER>LEVEL:0
   <FLOAT>FLOATCONDITION:0
   <INTEGER>COOLDOWN:50
   <BOOL>FILTERSELF:1
   <BOOL>SAVES:0
   [TRIGGERSKILL]
      <STRING>SKILL:SHOCKINGORBPROCTEST
   [/TRIGGERSKILL]
[/TRIGGERABLEACTION]

SHOCKINGORBPROCTEST is a clone of Arbiter's ShockingOrb, with activation set to Proc.

Affixe :
Spoiler
[AFFIX]
   <STRING>NAME:UNIQUE_PROCCRIT_BALLLIGHTNING
   <INTEGER>RANK:0
   <INTEGER>MIN_SPAWN_RANGE:0
   <INTEGER>MAX_SPAWN_RANGE:999
   <FLOAT>DURATION:0
   <INTEGER>WEIGHT:0
   <INTEGER>SLOTS_OCCUPY:0
   [UNITTYPES]
      <STRING>UNITTYPE:UNIQUE SOCKETABLE
      <STRING>UNITTYPE:WEAPON
   [/UNITTYPES]
   [EFFECT]
      <STRING>NAME:UNIQUE_COC
      <STRING>ACTIVATION:DYNAMIC
      <STRING>DURATION:INSTANT
      <INTEGER>LEVEL:0
      <STRING>TYPE:ADD TRIGGERABLE
      <FLOAT>CHANCE:100
   [/EFFECT]
[/AFFIX]

Also tried with LEVEL:15, with no results.

The item file, if that might help :
Spoiler
[UNIT]
   <STRING>UNIT_GUID:-3503938182253075574
   <STRING>BASEFILE:media\units\items\wands\base_wand_unique.dat
   <INTEGER>DAMAGE_PHYSICAL:0
   <STRING>ICON:icon_weapon_wand16
   <INTEGER>LEVEL:100
   <STRING>MESHFILE:wand16
   <STRING>MISSILE:VARKOLYNSEEKING_WAND
   <STRING>NAME:legendary_wand05
   <INTEGER>RARITY:0
   <STRING>RESOURCEDIRECTORY:media/models/weapons/_Wands
   <INTEGER>SPEED:80
   <INTEGER>SPEED_DMG_MOD:80
   <INTEGER>DAMAGE_ELECTRIC:25
   <INTEGER>DAMAGE_FIRE:25
   <INTEGER>DAMAGE_ICE:25
   <INTEGER>DAMAGE_POISON:25
   <TRANSLATE>DESCRIPTION:cast on crit test
   <TRANSLATE>DISPLAYNAME:Mjolner
   <INTEGER>MINLEVEL:80
   <INTEGER>RARITY_DMG_MOD:160
   <FLOAT>SCALE:1.5
   <INTEGER>SOCKETS:2
   <TRANSLATE>UNIDENTIFIED_NAME:A Truly Spectacular Find!
   <STRING>UNITTYPE:LEGENDARY WAND
   <INTEGER>MAGIC_REQUIRED:150
   <FLOAT>RANGE:16
   <STRING>ATTACHEDLAYOUT:media/particles/weapons/legendaries/swordlayout.layout
   <INTEGER>MAXLEVEL:999
   <INTEGER>LEVEL_REQUIRED:80
   [SKILL]
      <STRING>NAME:WAND PRISMATIC BOLT
      <INTEGER>LEVEL:-1
   [/SKILL]
   [AFFIXES]
      <STRING>AFFIX:UNIQUE_CAST_SPEED9
      <STRING>AFFIX:UNIQUE_CRIT_CHANCE9
      <STRING>AFFIX:UNIQUE_PROCCRIT_BALLLIGHTNING
   [/AFFIXES]
[/UNIT]

Am I missing something ?

Offline gytfunke

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Re: Cast on crit as an item affixe ?
« Reply #5 on: October 05, 2017, 02:26:14 PM »
Am I missing something ?

Yes!

Hi Al Est!  The target of the Add Triggerable effect is the weapon itself, not the player, which... won't work.  This is because the default target for most Effects is the actor the Affix is applied to.  The Affix is applied to the weapon.  There's no target defined for Add Triggerable, and judging from how it works for players (it always targets the player when the Affix is applied to the player), it's adding the Triggerable to your weapon.  I don't know if there's any way to modify the proc to have a triggerable work with a weapon in that way.  I don't know if triggerables work with weapons at all.

The only way I can imagine this might work is if you add a Cast Skill effect to the weapon which casts a proc that adds the triggerable to the player (and removes it on an Event_End).  I can't guarantee this will work.  You'll also want to ensure that the triggerable only gets added once and gets removed, otherwise you'll have problems.



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