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Messages - doudley

Pages: [1] 2 3 ... 17
1
Variant Classes Mod / Re: Variant Classes Mod Information
« on: March 08, 2020, 05:39:03 am »
Good news!

Version 17 was successfully uploaded at Steam!  :) :) :)

2
Variant Classes Mod / Re: Variant Classes Mod Information
« on: March 01, 2020, 02:13:30 pm »
Hey @doudley welcome back  :)

I'll pm you the link to the file in a short while

Sorry guys.. I tried my best. Almost spent half of my day trying to upload the v17 of Variant Classes.

It's either Steam won't allow me to update/publish or I just have a very poor internet connection right now...I'll try again next week.

3
Variant Classes Mod / Re: Variant Classes Mod Information
« on: February 26, 2020, 12:02:15 am »
I just wanted to update that i posted a version 14 of Variant on TLF (https://www.torchlightfansite.com/mod_downloads/compilations-tl2/download-1516-variant-classes.html) a few days ago which reverted the changes made on the Temebris class.

This was done to address @Actkqk 's valid concern about the changes made to his mod. We are not yet able to upload the new version to steam workshop bcos that page is controlled by @doudley who is still on break from modding. But otherwise, we believe the issue has been adequately addressed.

More recently @Viz uploaded a later version of his mod corrections to TLF as well.

I'll look in to it. But someone need to send me a link of the media folder. Let's just hope everything still workable as I haven't touch steam or any game since my last activity...

4
Help Wanted / Re: anyone good at UI?
« on: March 09, 2019, 06:46:07 am »
I don't think its a UI problem. The UI reads what the skill data has. In this case it has 20 levels/ranks. Max invest level, I think, is an old integer/string code that is not needed anymore in TL2 and it seems the function that it does, is to just limit you from gaining more ranks without reaching the max possible.

The trick UI idea could work in a two possible way, one I can think of is to make a logic that changes the <STRING>WIDGET NAME: 's input (I don't if that will activate on the fly). The second one I can think of, is to have two skills registered in the UI and only show the x/15 thingy of the dummy skills, exactly on top of the actual skill's x/20 (Not sure how that would that look, though).


5
Modding Questions / Re: Help with affixes for non-unique items.
« on: February 27, 2019, 01:04:43 am »
I haven't done this myself but I suggest you duplicate an existing item affix then simply rename it and modify its contents. Just make sure to look for an affix that have the nearest result to what you are after.

I prefer doing this outside of GUTS because I find it easier to read the ".DAT" files this way. You can use any text editor to read and edit them. Affix files don't need a GUID so you can directly create some in your windows explorer. Also, be sure to have all your modifications inside your custom mod folder!

6
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: December 06, 2018, 03:45:49 am »
Thanks @Phanjam and happy birthday! I'm pretty busy these days, I wont be able to complete this mod quite easily. Although I'm eager to continue working on it, as soon as I'm able.

7
Modding Questions / Re: Stat affecting duration instead of chance
« on: December 06, 2018, 03:34:02 am »
Some effect have 2 graph modifiers, the 2nd could be for range or duration, I'm not sure.

Stat that modifies effect duration...might lead to multiple version of affixes controlled by stat watchers.

8
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 26, 2018, 12:55:52 am »
Yeah, I rearranged the wardrobe features and forgot update the unit data of the male classes.

The tempest skill is now fixed (finally), I found a missing piece of the skill, which is the missile unit from summoned invisible pet skill.

I think the thunder strike is also fixed. Included the missing stat data "Character Dexterity" on which the chidori storm (tier 3) effect get its damage multiplier.

Sorry to mislead you, I haven't implemented the tiers of the Spirit of Death yet.

Can you explain why the root of death/life still looks weird?

Yeah, I made a custom animation for asura but forgot to include the link in its skill data... :P
(It really won't work without that.... :P)

Let's use this toggle skill as bases, you can conceptualize which effects should they apply. Maybe I should add a visual indicator for the summoned invisible pets so that you would know if it is really unsummoned or not?

9
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 24, 2018, 03:50:20 pm »
TEST BUILD Ver 10

1) Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (43) / Female (37)
Total Hair Color: Male (55) / Female (55)

1.a) Fixed Male Skins codes, #1 skin is now #1 and #44 has been removed because there's no value linked to that number.

2) Tempest skill's original code says to target self, changed it to target target. That could fix it...

3) Thunder Strike's original code says to make damage on each event trigger, I've changed it to make damage on each unit hit. That could fix it...

4) Spirit of Death skill have been fixed, included missing custom textures.

5) Pool of Death skill have been fixed, corrected the directory link of the included texture before.

6) Root of Death / Life skill have been fixed, found and included the missing (unit theme) particle of the summoned snakes / vines.

7.) Asura skill's animation have been fixed, as it turns out, the original skill has messed with the animation data, so added a new animation data "Special_Asura" intended to have vanishing effect and untargettable during the animation.

8.) Ember Mage Toggle Skills: Changed from Blade Dancer to Mongol Archer



@Sch123 I'm sorry but I only compiled the current state of the mod. All of your input looks interesting and I agree that I need look for other toggle skills system but I have to get back to you about all of these next week. I do feel like the best toggle skills is your idea of giving the class a boost to make their weaknesses as strengths.

Also, now that you explained to me the bleed effect is for the pets & minions, I like it.

And yes, blade dancer's toggle skills are simpler, it is just a simple overwrite of effects. Like for example, activate skillA you will receive 100% of buff1 and 0% of buff2 then if activate skillB you will receive 0% of buff1 and 100% of buff2.

10
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 24, 2018, 08:37:10 am »
I've changed the ember mage toggle skills with mongol archers...however, I find them not appropriately beneficial to vanilla classes. I'm inspired with your idea to make them boost weaknesses into strengths.

While trying to understand the complex toggle system of these new skills, I worry and interested to find out how effective it is. Let me give you the premise of how these skills work.

Main skill simultaneously desummons, remove buffs, and summons an invisible pet that casts an aura to give buffs to any friendly unit who gets hit first (but most likely it would be the player due to the range is 0 to 0.5 and Pet is attached to player, center position). The buff includes a limiter, that way, the unit won't receive the effect in stack (would cause the game to lag if not done).

Here're my concerns, does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions? The skill does not point out to a specific unit, it just resummon it while attaching an affix to desummon any monsters. Its either my memory in modding is rusty or I just didn't encountered something like this before. As you know, I have a mod that allows summoning another customizable pet and that pet can also have their own pet and summons. It is already very much complex, that's why this toggle skills of mongol archer intrigues me.

Anyway, my back-up:
https://drive.google.com/open?id=1Q38hURIGYUFzM2xTUIVCbv7KVUtnsfkJ

P.S. I'm not sure about the request to add new effect on General Skills, the bleed effect feels inappropriate for the minions and the potion effectiveness and pet travel time, I think should remain item exclusive bonuses. Otherwise, we're gonna have all the bonus effects in the game's effectslist activated in our general skills. Makeover for the elemental guardians should be our last priority.

11
Modding Questions / Re: Change Healing Potion heal amount
« on: November 23, 2018, 12:39:09 am »
Hi and welcome to torchmodders!

Yes, you can change the potions' recovery effect by modifying the values inside the unit data of the potions themselves.

Directory of the potions are located at:

MEDIA>UNITS>ITEMS>POTIONS

You will have to modify the following item units:
HEALTHPOTION.DAT
HEALTHPOTION2.DAT
HEALTHPOTION3.DAT
HEALTHPOTION4.DAT
HEALTHPOTION5.DAT
HEALTHPOTION 6.DAT
HEALTHPOTION 7.DAT
HEALTHPOTION 8.DAT


Then edit the float values which are the
MIN and MAX of the "HPBONUS" effect.

For example:
Health Potion data
[UNIT]
<STRING>BASEFILE:media/units/items/base.dat
<STRING>NAME:Health Potion
<STRING>RESOURCEDIRECTORY:media/models/items/potion
<STRING>MESHFILE:healthpotionsmall
<STRING>UNITTYPE:HEALTHPOTION
<INTEGER>RARITY:100
<INTEGER>VALUE:50
<BOOL>MERCHANTINFINITE:true
<INTEGER>MAXSTACKSIZE:99
<TRANSLATE>DESCRIPTION:Right-click to drink potion
<BOOL>SHADOWS:true
<BOOL>DONT_USE_ON_FULL:true
<STRING>ICON:icons_potions_health_small
<STRING>FALL_SOUND:Item Fall
<STRING>TAKE_SOUND:PotionGet
<STRING>LAND_SOUND:PotionDrop
<STRING>USE_SOUND:PotionUse
<INTEGER>MINLEVEL:1
<INTEGER>MAXLEVEL:12
<STRING>USES:1
<STRING>UNIT_GUID:-3195030216554507810
<INTEGER>LEVEL:6
<TRANSLATE>DISPLAYNAME:Health Potion
[EFFECT]
<STRING>NAME:HPBONUS
<STRING>ACTIVATION:DYNAMIC
<STRING>DURATION:8
<STRING>TYPE:HP RECHARGE PLAYER
<STRING>UNITTHEME:health_potion
<FLOAT>MIN:3515.67
<FLOAT>MAX:3515.67
[/EFFECT]
[/UNIT]

3515.67 for both MIN and MAX is the value that you need to change.

12
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 21, 2018, 07:00:40 am »
How about the special fx, which is better?

I think we can compose our own toggle skills by using these two version as reference. What I don't have is dedicated use of GUTS, so we will have to use the existing particle fx/animation or their unit themes. But the effects/affixes, and how the skill is used can be our own.

13
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 21, 2018, 02:04:05 am »
PROGRESS UPDATE

Spoiler
1) Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (43) / Female (37)
Total Hair Color: Male (55) / Female (55)

1.a) Fixed Male Skins codes, #1 skin is now #1 and #44 has been removed because there's no value linked to that number.

2) Tempest skill's original code says to target self, changed it to target target. That could fix it...

3) Thunder Strike's original code says to make damage on each event trigger, I've changed it to make damage on each unit hit. That could fix it...

4) Spirit of Death skill have been fixed, included missing custom textures.

5) Pool of Death skill have been fixed, corrected the directory link of the included texture before.

6) Root of Death / Life skill have been fixed, found and included the missing (unit theme) particle of the summoned snakes / vines.

7.) Asura skill's animation have been fixed, as it turns out, the original skill has messed with the animation data, so added a new animation data "Special_Asura" intended to have vanishing effect and untargettable during the animation.

8.) Ember Mage Toggle Skills
Spoiler
TIER1_DESCRIPTION:Duration increased to 45 sec
TIER2_DESCRIPTION:Duration increased to 1 min
TIER3_DESCRIPTION:Permanent and toggleable

@Sch123 I think I can fix ember mage toggle skills and I already have some ideas to make those skills more interesting. Maybe you can give justification on why we should replace blade's into mongol archer's skills?

14
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 20, 2018, 07:40:29 am »
PROGRESS UPDATE

1) Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (43) / Female (37)
Total Hair Color: Male (55) / Female (55)

1.a) Fixed Male Skins codes, #1 skin is now #1 and #44 has been removed because there's no value linked to that number.

2) Tempest skill's original code says to target self, changed it to target target. That could fix it...

3) Thunder Strike's original code says to make damage on each event trigger, I've changed it to make damage on each unit hit. That could fix it...

4) Spirit of Death skill have been fixed, included missing custom textures.

5) Pool of Death skill have been fixed, corrected the directory link of the included texture before.

6) Root of Death / Life skill have been fixed, found and included the missing (unit theme) particle of the summoned snakes / vines.

SOURCE FILE ready to be built
(See attachment)

15
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« on: November 18, 2018, 07:39:48 am »
TEST BUILD Ver 9
(See attachment for the mod file)

- Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (44) / Female (37)
Total Hair Color: Male (55) / Female (55)

- Ember Mage Toggle skills, fixed flame and storm aura

- Blood Lust skill, fixed unlinked particle fx

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