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Author Topic: Summoned Minions and Skill Respec Exploitative Problem  (Read 857 times)

Offline Heathen

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Summoned Minions and Skill Respec Exploitative Problem
« on: February 28, 2019, 05:52:15 AM »
Alright, so let's say I have a skill that grants a minion after I place 2 points into the skill. I go to the Respec Merchant and reclaim that point, but the minion does not get unsummoned;

Is there an obvious way I can make the minion automatically unsummon when my skill point gets reclaimed? Otherwise, there really isn't much point not to respec.

Offline TwinkleToes

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #1 on: February 28, 2019, 08:01:43 AM »
the most obvious and easiest way is to give your summon a duration so it just dies off on its own
you can also set your pet to die on warps, so every time you change zone you'd have to re summon your pet, basically negating your ability to keep your pet forever.

the less obvious and far more complex way is to give yourself a passive skill, when you respec EVENT END is always called on your passive skill, so all you have to do is give yourself a hidden passive which kills your summon on its event end

there are several ways to kill your summon, but the best way adds even more complexity, you can give your summon a pet family name, other summons with the same pet family name are considered the same units within the world, so if you set your maximum pet instances to 1 for both summons, summoning a pet of the same pet family name as your current will essentially replace it. with this we can summon the secondary pet on the event end of the passive skill and set it to die instantly(via duration or kill affixes)

this method lets you set your main pet to have an infinite duration, there are lots of applications for infinite duration pets but they are not related to the topic and they get even more complex than this lol.

in summary
passive skill allows us to call event end on respec
event end on passive skill summons a secondary pet of the same pet family name
current pet is replaced by secondary pet which is set to die instantly

i recommend using the 1st two methods since they require basically no time or effort lol,
the complex method is for special applications, if you want to do something crazy with dummy summons and other technical stuff, i just thought i should mention it in case you actually are trying to pull something crazy lol.

« Last Edit: February 28, 2019, 08:18:11 AM by TwinkleToes »

Offline Heathen

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #2 on: February 28, 2019, 08:34:43 AM »
Interesting. How do I set a "pet family name"?

And the Passive would be placed directly on the class skill tree at lvl 1, which would have "Event Start" and "Event End", and on "Event End" I would place an "Execute Skill" which would summon a clone that replaces the minion, then dies right?

Offline TwinkleToes

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #3 on: February 28, 2019, 08:55:21 AM »
i gont an SS for ya :D
Spoiler

yea your passive skill is added through the unit file, heres an example of a hidden passive skill, this one just gives a stat when you equip 2 handed melee weapons and removes it when you put on something else.
Code: [Select]
[SKILL]
<STRING>NAME:SM_MeleeCheck
<STRING>SKILL_TYPE:DEFENSIVE
<STRING>ACTIVATION_TYPE:PASSIVE
<FLOAT>RANDOMRANGE:0
<FLOAT>TURNRATEOVERRIDE:-1
<BOOL>HIDDEN:1
<BOOL>CAN_BE_SILENCED:0
<INTEGER64>UNIQUE_GUID:XX
[REQUIREMENT_RIGHT]
<STRING>UNITTYPE:2HMELEE
[/REQUIREMENT_RIGHT]
[LEVEL1]
<FLOAT>RANDOMRANGE:0
[EVENT_START]
<BOOL>STATSHIDDEN:1
[EFFECTS]
<STRING>TARGET:SELF
[EFFECT]
<STRING>NAME:IS MELEE
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:ADD STAT
<BOOL>EXCLUSIVE:1
<BOOL>REMOVEONOWNERDIE:1
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>CHANCE:100
[/EFFECT]
[/EFFECTS]
[/EVENT_START]
[EVENT_END]
[EFFECTS]
<STRING>TARGET:SELF
[EFFECT]
<STRING>NAME:IS MELEE
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:INSTANT
<STRING>TYPE:CLEAR STAT
<BOOL>EXCLUSIVE:1
<FLOAT>MIN:1
<FLOAT>MAX:1
<FLOAT>CHANCE:100
[/EFFECT]
[/EFFECTS]
[/EVENT_END]
[/LEVEL1]
[/SKILL]

when you make one make sure you always give it <STRING>SKILL_TYPE:(ANY) and <BOOL>HIDDEN:1
you can set skill type to anything but just make sure it has it, this allows the skill to be hidden. when you do a full respec your skill will never be touched and remain at lvl 1

event end can contain a layout to summon your pet, instead of executing another whole skill

Offline Heathen

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #4 on: February 28, 2019, 09:16:01 AM »
Alright I got this to work, but there's another problem. The minion gets deleted when I change equipment or go through a portal. I'm assuming the event is getting called when I do either one of those. Any ideas for countering this? Thing is, the minion is actually meant as a sort of walking aura, and forcing resummoning every area or gear change is just not good design on my part

Thanks for your input so far. The mod i'm designing works nothing like the base game, so i'm running into small issues constantly.

Offline TwinkleToes

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #5 on: February 28, 2019, 09:27:44 AM »
thanks, ive made a bunch of skills similar to what you are doing, but i have never found a workaround for this problem, a very long time ago i made a skill which would summon an invisible pet which gives an aura and it would last forever, but yea i ran into the same problem as you did when using the respec shop in the towns.

i think enabling pet dies on warp is the easiest solution with the least problems, but you will still have to re summon/rebuff each time you change zones, but not when changing weapons etc., the respec shop is usually only in towns, so you will be forced to warp out regardless, but i have no idea if that's the case with your mod.

maybe i could think of something up involving stats and triggerables to incorporate with the hidden passive method, to make permanent minions foolproof.

« Last Edit: February 28, 2019, 09:31:28 AM by TwinkleToes »

Offline Heathen

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #6 on: February 28, 2019, 09:32:35 AM »
That's what i'll do then, and make the skill an instant cast so it's not as annoying. Damn shame the engine doesn't automatically delete minions on respec.

Thanks for the help!

EDIT: This might be the most ridiculous idea, but what if the other skill levels had an invisible nova that "starts on load" and is set to desummon the minion?? *curiosity intensifies* time to test
« Last Edit: February 28, 2019, 09:38:02 AM by Heathen »

Offline TwinkleToes

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #7 on: February 28, 2019, 09:46:04 AM »
np

i was having the same train of thought with using event start lol, if i get time i might investigate further as well

Offline Phanjam

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Re: Summoned Minions and Skill Respec Exploitative Problem
« Reply #8 on: March 02, 2019, 12:20:00 PM »
Hey @Heathen welcome to the forums firstly!

Does your mod get rid of the starting pet? Maybe u could give the summoning skill to ur pet since they're invincible:true. Put the skill in an endless loop but statwatching for a stat from your main skill?



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