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March 23, 2019, 06:57:33 PM

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Messages - Phanjam

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1
Help Wanted / Re: Merging Mods...
« on: March 17, 2019, 01:36:33 PM »
Hi @Xiper ! First of all welcome to the torchmodder forums!

Glad to hear youve found a way that works ;) did you get all features running that you wanted? If there's still some that arent you may have to do that choose-or-edit thing. Finding the files which are conflicting isnt hard its just tedious.

I believe youve been merging entire MEDIA folders and disregarding the conflict warings? Its those warnings which will tell you which files are in conflict. But so that you dont have to wade through dozens and dozens of conflict warnings, you should merge sub-folder by sub-folder instead. On a per-folder basis you should only see 1 to 3 file conflicts.

Once youve isolated those you can come back here for help with how to edit them. For things like levels/dungeons I, unfortunately, am not any good with those :P but thers others here who might be able to give guidance.

2
Roles & Destinies Concept / Re: the Skills Map creating process
« on: March 14, 2019, 01:04:34 PM »
trigger1 adds a stat1
trigger2 requires stat1 to add -100 percent damage taken and adds stat2
trigger3 requires stat2 to clear stat1 - wich should end the Damage Reduction...

Ooooh that sounds reeaallyyy gooood!

Edit
Hey best of luck on the gaming school btw!

3
Roles & Destinies Concept / Re: the Skills Map creating process
« on: March 13, 2019, 02:36:30 PM »
Hey @lolesch really nice to hear youre working on your skillmap mod again! Personally im excited to see it. If you think theres anything i can help with on this just let me know ;)

4
Exciting!

5
Now I will try to create such a place, just an empty layout with 1 NPC, 1 monster and 2 quests.
Quests:
1. Save the NPC.
2. The NPC offers to organize a camp. It is necessary to defeat all monsters and make the location safe.

In the 2nd quest you are sent out by the NPC, so when you come back the camp is all made?  :P

6
Help Wanted / Re: anyone good at UI?
« on: March 08, 2019, 01:37:18 PM »
I will have some time to look into this this weekend. What i thought of exploring was to somehow edit the value that is given to the skilltree and the skill tooltip layouts, to "trick" the layout to display what u want.

7
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?

8
Variant Classes Mod / Re: Variant Classes Mod Information
« on: March 02, 2019, 10:32:15 AM »
Yea sure. I think I'll remove all the new pets as well since Variant Pets already got them covered.
I think this is a good idea too :thumbsup:

9
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 21, 2019, 07:55:34 AM »
Quote from: TwinkleToes
yep that looks about right
i always check back on this if i feel like i got something wrong with stats
http://docs.runicgames.com/wiki/Creating_Dynamic_Stats
yuss, thanks! and thanks mucho for that link / it'll come in handy!

Quote from: TwinkleToes
try msg me on discord for the little stuff, im in there lurking lol
a-HA! :D ok thanks will do

10
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 21, 2019, 07:28:16 AM »
woot! the CURSE SKILL is working now (whew!) will just refine particles and such, BUT i also wanna check out one thing @TwinkleToes ...

i have used code which aims to limit the ability to cast the proc to 10 seconds, in 2 places...

1. in the CAST ON STRIKE affix, with a <STRING>DURATION:10 setting, and

2. in the STAT which gets put on the cursed target, which is supposed to decrement at -1 every second (the SET STAT AFFIX wh1ch puts the stat on the target sets it to '10' at the start, so supposedly it should be '0' after 10 seconds)

I just wanna be sure i've done the STAT itself the right way, so here's the code...

Code: [Select]
[STAT]
<STRING>NAME:ROGUE_CURSED_WITH_POISON_STAT
<INTEGER64>UNIQUE_GUID:-326560734951110310
<TRANSLATE>DISPLAYNAME:Rogue Cursed I
<STRING>TYPE:TYPE_INT
<FLOAT>MAXVALUE:10
<FLOAT>INCREMENTVALUE:-1
<FLOAT>DURATION:1
<BOOL>REFRESHES:true
[/STAT]

does this look right?

11
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 19, 2019, 08:58:06 AM »
Okay i tried finishing the CURSE SKILL 'cos i thought that would be a quick-win.

But i was kinda wrong :P I got it to work using a TRIGGERABLE put on the target which will make the target proc a skill on itself when hit by the player.  BUT the pet attacking the target also triggers the proc skill! So I guess using "FILTER SELF: True" which requires the triggerable owner to be part of the action as one of the trigger conditions, only works if the owner is the player!

Also i didnt find a simple way to remove the TRGGERABLE yet.  So i cheated and made the proc skill require a UNITTHEME on the target, and made that theme last only a few seconds.  it works and the skill wont proc without the theme, but yeah it's still a cheat - i really should remove the triggerable. :o

I think i'll shift to trying to code with your suggestion @TwinkleToes of using a STATWATCHER instead.  I kinda know how this triggerable method could go, so now i wanna see if the statwatcher method comes out to be simpler ;)

12
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 19, 2019, 03:07:18 AM »
Quote from: TwinkleToes
...biggest problem i see with using the pull effect is that when your being pulled you still have collision

ooh look what i found in one of the monster .ANIMATION files...

Code: [Select]
[KEY]
<STRING>NAME:DISABLECOLLISION
<FLOAT>FRAME:__
[/KEY]
[KEY]
<STRING>NAME:ENABLECOLLISION
<FLOAT>FRAME:__
[/KEY]

Quote from: TwinkleToes
so basically you create movement points then have them activate in sequence to move your dude, sound extremely finicky and very prone to being broken imo, eg if your movement points are at different elevations or the damage shapes which pulls you fails to hit you etc.
yes finicky for sure. how about we hybrid the missile and teleport effects - have a missile go between the multiple targets (and deal the damage?) but the player mesh is teleported straight to (or pulled by) the last target?

Quote from: TwinkleToes
there is also the swap pos with pet effect, ive never used and played around with it, but it could be a solution , at first glance though i have no idea how it exactly works, there is a property tag inside it called pet index, which i assume is what is used to determine which pet to swap positions with.
I forgot about that but it sounds like a one-time thing to me. similar to my first question about the "missile option" how do you retarget?

Will try to sneak-in some coding here at work lel

13
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 18, 2019, 02:46:12 PM »
Wait wait wait! Maybe this could use OedipusTex's "chained skills" method! Gotta think through all the possibilities  :'(

14
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 18, 2019, 02:40:38 PM »
Hooboy da boss is back! Thx for sharing that Twinkle! It looks REALLY good no doubt, but i think the targeting has to be more reliable to make it really useful.

About Epoch's method - id love to try it too bcos I never got around to getting the working files from him :P so all i really have is a description from a discord post from him about it.

But i just thought of a variation - what if u spawn say 3 pullers all at once, 1 per monster hit by a damageshape, and have them pull you one after the other. Well its either that or each spawn pulls AND THEN summons the next puller. Dang i dont have the time to test this tonight, gotta get up early tomorrow  >:(

15
Skills Masteries Classless Concept / Re: Classless Character Mod
« on: February 18, 2019, 12:20:55 PM »
hey i gotta head on home (am at the office lol) will catch up in abit - and thanks again!

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