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Messages - Etherhead

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Modding Questions / Re: A Balancing Act...
« on: July 22, 2017, 11:09:51 pm »
I slept again, twice. Now, I've added pics. If this is still not understandable, don't worry. I may still be able to develop a mod based around the ideas I have for Class Hierarchies.

In the top pic above, the one where it shows the Weapon's Req., you can see that nearly about every requirement is displayed, but is white. This is just a matter of which Base File is being read, and by which file(s). I need a hint: and, it's not easy to show pics of this part. Any of you understand where/how the Display Name relates to the Base File?

A little help would be appreciated.


Modding Questions / Re: A Balancing Act...
« on: July 21, 2017, 09:07:33 pm »
I'm not sure I can do it, but I'm thinking it's worth a shot!

if it's possible I can.
*...skip to end of quote*.

Player Class inherits Class inherits Player inherits Character inherits Any & Player inherits Players And Pets.

"Type of Class" i.e., Berserker inherits Player Class.

Archetype inherits Archetype Group inherits "Type of Group" i.e., Magical Group Base.

Group Base inherits Group Class inherits Player - et c. ...

Berserker Female inherits "Type of Group" Class, i.e., Generic Group Class (read: Any Class) & "Specific" Group Class, i.e., Magical Group Class.

THEN, if Berserker inherits Player Class it will Instantiate
Variable, See: Any.

*snip snip*


I slept on this.

I need to create a Variable named TYPEVARIABLE (a special UNITTYPE). It merely inherits ANY.
This should allow PlayerClass to instantiate a variable; in this case, CLASS.

I'm instantiating the CLASSTYPE for VARIABLE (Any), so CLASS must inherit PLAYERCLASS, I.E, BERSERKER... which DOES NOT inherit PLAYER directly, merely PLAYER_CLASS_FEMALE &/or _MALE.

ARCHETYPE IS ITSELF A GROUP. ARCHETYPEGROUP IS ONE VARIABLE. GENERIC GROUP MUST BE "CREATIVE", Creating an Archetype Known.  This Known, a Player Class GROUP is Inherited by the Base Class, via CLASS GROUP(s); in this case ARCHETYPE/S... MARTIAL, MELEE, OR GENERIC. {READ: NOT A CLASS, Any: Class Variable} -- Such as it were, an Archetype Class already EXISTS. IT inherits the "Group", including Player. SO Base Class must be its own class, and it will work as Anything. Player-Character-Base-Any.


(if this is not understandable, please be patient. I'm working.)

Edit: here are my findings, see attachment.

Etherhead's Playground / Statistics Improved and MORE.
« on: July 21, 2017, 10:25:13 am »
What this means should be fairly apparent. I would like to add customized graphs, beta tested and working according to the community's likes. As a whole, this should prove to be more sweeping in change than at first it appeared. There isn't much I can do about the STAT POINT system. Although it can be edited, I prefer to leave it alone for the most part, and instead I want to focus on the graphs... Different MP, HP, and such for each class. That's one of the first things I want to do right now. Questions about how this is going should be discussed further. Please post your concerns and comments and I'll get back to you as soon as I can. Also, remember, Castana may directly answer you. She is my only collaborator, and I will only allow contributions to be submitted. I am not taking any chances which may endanger the integrity of the Vast Improvement Project. Thank you for understanding.

If you're a beta tester, this board needs your input especially, and I will give you a discord rank over at which is the Permanent Grind discord channel, fitting of your title. Have a good one.


Etherhead's Playground / Embers of Twilight
« on: July 21, 2017, 10:12:55 am »
I am the author of a new mod called "Stats Improved +". That mod is going to be split between Embers of Twilight and Potions Improved +, because while it is a great mod, and my most popular, it doesn't mean "STAT POINTS IMPROVED," it means Statistics Improved... PLUS extra stuff. For instance, there are a lot of characters in Embers of Twilight which use the same graph/skills/weapons/so on and so on. They are merely placeholder character sheets for now, and I don't want to leave it unfinished. So, to go ahead with Embers of Twilight in its own Phase II - I do everything in Phases... I-III, and Steps - one of however many - now, Potent Potions will be a split mod, between a FIXED Potent Potions mod (using a separate, easy to understand graph instead of the horrible system now) and a Potent Potions Enhanced. Those two mods each will take me quite a few little tricky steps to get both right the way I'd like them to be. Potions need to be working in ALL mods I add them too, and very compatible. Therefore, this will be my first step! Right now, I am experimenting. Tonight, or rather, tomorrow night will be a big rollout of most of my mods, beginning a 4 step process of enhancing the game first, then I will gather what is working together and put them in an All-in-One.

That's about it. Check back for updates.

Etherhead's Playground / Order of Business
« on: July 21, 2017, 09:31:51 am »
I will outline a list of steps I am going to take here for you all to follow my progress.

The super mod project, VIP, or Vast Improvement Project - a long process - will be a larger mod than I at first thought it was going to be.

Where I started was in the charts, so that's where I am going to return right now. The Embers of Twilight mod is, itself, a large mod.
What I want to do is this: layout each and every individual class I have chosen, and start making custom charts for each of them.
Female players may have slightly different stats, as they grow in power, than male players (or characters, if you will).
Lastly, for the Embers of Twilight mod, it needs to be integrated with Potent Potions, which I will soon revisit, in order to correct a mistake I made as I was creating the Statistics Improved mod. Which is why Stats Improved + was a little newer as an idea, for me...

So, in the next topic, what I am going to do is lay out on the table all available ideas (or pieces of ideas) that I've got started so far.
This will go a long way in developing VIP as a whole.

Thoughts and ideas welcome! Testers needed. Encouragement always appreciated.


P.S. - Also, from now on, I will be gaining assistance from my lovely girlfriend, Castana. She is also a Super Mod, herself, on

Classes & Skills / Re: Class Grouping
« on: July 21, 2017, 01:28:17 am »
I think Aherin's right.  It's important to ponder the why for a good long while.  Then the what.  Then the when and the how and the who.  In the meantime, it might be good to spend some time just learning GUTS and seeing what's possible with it and what isn't.

Well, I'm of the same mind as its developers. Currently, I've been learning as I go, but what it can/cannot do seems secondary to what I can do.

While I can only do what I know how to do, there are in fact certain unknown limits within GUTS itself; I've encountered a few, but I intend to break them. That is my why.

How? That's a tough question... and probably best left for a future topic, but I have an overall view of games.

A game isn't just a game. It is always a second life. That means scripting/coding/art direction/and everything are similar to life skills. They require them, and enrich you through the process. That process is development. So, I'm improving myself through developing a mod for a wonderful game, because I am a wonderful person (same as all of you!) and that's my final answer.

Tips & Tools / Re: [REQUEST] Item Unit file maker Script
« on: July 21, 2017, 01:17:10 am »
Ok. I think I took care of everything.  *...snip...*

Sweet man! This will help so many of us out so much! Does this board have kudos ;P

Modding Questions / Re: A Balancing Act...
« on: July 20, 2017, 11:01:14 pm »
I'm not sure I can do it, but I'm thinking it's worth a shot!

if it's possible I can.
*...skip to end of quote*.

I heard from a very reputable (my dad) source, that I need to create a variable, and instantiate the class for as its parent. I can do this, but it will look difficult to most of you. I will attempt. ASAP.

Player Class inherits Class inherits Player inherits Character inherits Any & Player inherits Players And Pets.

"Type of Class" i.e., Berserker inherits Player Class.

Archetype inherits Archetype Group inherits "Type of Group" i.e., Magical Group Base.

Group Base inherits Group Class inherits Player - et c. ...

Berserker Female inherits "Type of Group" Class, i.e., Generic Group Class (read: Any Class) & "Specific" Group Class, i.e., Magical Group Class.

THEN, if Berserker inherits Player Class it will Instantiate
Variable, See: Any.

Any Player Class *may be* Player, which may be an Engineer or Berserker, thus Martial Group Class WILL INHERIT the Class of Character IF Character = Any. It doesn't. Any and Character are two different variables.

Therefore, Martial Group Base must ALSO inherit Player Class Group, which is inherited by ALL CLASSES. As Generic Group Class is Any Class, Player Class Group is equal to ALL CLASSES.

Questions? Should this fail, I've manipulated the variable wrong.


Classes & Skills / Re: Class Grouping
« on: July 20, 2017, 09:32:55 pm »
That's a good question, and deserves an equally good answer.

First of all, this game is to me, no more than Diablo 2.5 under a different flagship. I'd like that to change. It can't really compete with Diablo III, although it probably does hold a candle to it (no pun intended). What I would like to see it do is outshine its spiritual predecessor.

I'll try to put it this way: I love this game. I want to take it to the next level, and do so in a way that I find as pleasing as a would-be game developer does on his own first title. While this is the biggest project I've ever taken on as this sort, I do intend to take FULL ADVANTAGE OF the Editor... because GUTS is essentially an OGRE-Engine Clone. This is my basic answer; I'm working on VIP in order to take full advantage of GUTS. But, that isn't everything. My VISION is grand, a larger picture than the game is, itself, currently. But, that isn't easy, and OGRE isn't an Easy Engine to TOP. Guts takes awhile, it's tricky, and handles rather clunky compared to what it could be (bearing in mind - it's only 32-bit).

So, that leaves just one thing I'm trying to do with VIP: make an Expansion worthy User-produced Modification. That is my aim and it is literally a long shot. I may give up, I may quit, I may not find the talent I need to work with me or the help I need to see my own mod integrate multiple mods within its structural system... but I will try, and try my best.

Short answer: to test whether I am better than the tools I have. I've always wanted to be a game developer. I am 36 years-old and have never started a real project before, only theorized, planned to, and/or stated it. Now, I have the time, resources, and a great co-developer (my girlfriend).

This mod will take Torchlight back to its Diablo clone roots, and make the ultimate, realistic, creative ARPG. I've even pondered actually cutting the project from the Steam Workshop and drawing up my own game. I believe in Runic Games, though, and their community believes in me... therefore, they must believe in me. So, finally, I will make the mod they would be, if they weren't burnt out, too busy to expand TL2, or simply working hard on other games (they are a multi-title company now after all, NOT JUST TORCHLIGHT! :D

I want to carry the torch as a leader of mod makers if I may. Short and sweet.

Modding Questions / Re: A Balancing Act...
« on: July 20, 2017, 06:55:03 am »
I'm not sure I can do it, but I'm thinking it's worth a shot!

if it's possible I can.

I'd have to loop a static around a static (which i say is possible) through dynamic inheritence
but so far, i've just looped statics around a dynamic, via direct guarantee of inheritence, and a dynamic around a dynamic, via subsequent inadvertent (or indirect) inheritence
in other words, you ARE a CHARACTER currently in my Alpha, not a PLAYER
now I want CLASS = CHARACTER :wink:

what is a class?

a class is a type which inherits character which is in direct line to inherit the player(edited)
so character = player
not player > character

Modding Questions / A Balancing Act...
« on: July 20, 2017, 06:36:21 am »
What do you guys know about the hierarchy editor?
The latest working build can be found here:

It's pretty straightforward, but what I'm trying to do with my hierarchy mod, is allow one player to exist in a hierarchy of classes, like a class tree. All I've managed to do so far is make one player another class... while this was interesting, he/she can only equip their own class items if that class IS their class, which ISN'T their character, currently, it's their CLASS character.

So, there are only 2 classes instead of 4 :( Unintentional, but maybe promising? Idk.

What I'm thinking is this...
I like the idea that Character-any can and will inherit properties of the Player-character-any-et c. above, if their Base file's base is that Player's Base's child... a "title" of a UNIT TYPE's Character, or "CLASS".

so, if this makes sense to ANY of you, would you think that I could take these UNITTYPE Files:
CLASS (Character)
GROUP (Type Guarantor)
TYPE(Class Inheritor)

and make something of them?

This is in addition to all the CLASS_CLASS unit types, such as BERSERKER_CLASS, BERSERKER_FEMALE...

Any idea?

If not, I hope to impress without needing help. At any rate, it's tough to imagine, easy to chart, and like second nature by now... just about to run through a first phase of integration.

This is completely doable with a registry editor, or if your keyboard has a driver (usually its the particular keyboard's driver that was used to do it with) then you can of course make any key function as you'd like.

My Logitech K810 Bluetooth illuminated board allows me to disable keys simply by clicking a check box. I sometimes disable the WINDOWS key and CAPSLOCK for instance. It occasionally was a little pain to undo, but nothing too major. Look into it with just a simple search for yourself and or for him/herself.


Help Wanted / Re: Vast Improvement Project
« on: July 19, 2017, 09:41:29 pm »
[...] we should probably settle on "dev-work management style" - *Snip* for your consideration ;)

... aw, how nice! thanks for your reply :)

TL2 Item Patch - Public Board / Re: TL2 Item Patch Mod Information
« on: July 19, 2017, 07:04:04 pm »
This mod is released, yeah? As a patch, into the game? I would like to improve on this, with my Hierarchy mod. Probably TRIPLE the items and give practically everything its own handpicked requirement. Please, let me know what you think at or on these boards in the appropriate forum.

Classes & Skills / Class Grouping
« on: July 19, 2017, 01:16:09 pm »
Well, I'm new on this board, and have never really scripted before. I have just created a trick of the trade. Instead of being one of four classes, in my Alpha called HIERARCHY, would you like to be a Magical Class? No problem, just choose Outlander or Embermage! Instead of being a magical character, would you enjoy taking on the big jobs and carrying the best weapons & armor in game? No problem! Just choose a Martial Class, either an Engineer or the Berserker. Either way, you can be Any Class! All with the click of a button. BUT! (and that's a big but), I need Beta testers in order to get through Phase II: including all the weapons currently in-game in this new mod. They all need to be either one, the other, a specific character's item requirement, or any (or no requirement). That takes time and attention from others' input driven comments. Please allow me time to get back to you as I think this mod idea is more than just a topic. It's a game changer!

For info, see:
&/or to be a Beta Tester, just shoot me a pm here on this forum.

So, how do you guys feel about this? Is this a good change to the game?
Would you like to see more? How about pics... and what of? New classes and such?

All right, in nomine pace.


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