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Messages - Haxley

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1
Modding Questions / Re: Making pets cast spells
« on: April 15, 2018, 01:19:50 AM »
I actually seems I may have solved this for myself~

Activation should be set to Proc, not Normal.

Proc makes it fires regardless of circumstances.

Thanks anyways!

You guys are great :D

2
Modding Questions / Making pets cast spells
« on: April 15, 2018, 01:00:06 AM »
Okay, so, I can make my pet proc a skill, right? Using [Cast Skill]~


However, It will only work if there is an enemy around?


Is there a way to force the skill to happen, regardless of the presence of an enemy?

Mayhaps the problem is in the skill somewhere?


Code: [Select]
	<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_TYPE:SELF
<FLOAT>RANDOMRANGE:0
<FLOAT>RANGE:100
<FLOAT>MANA_GRAPH_SCALE:0
<INTEGER>COOLDOWNMS:5000
<FLOAT>TURNRATEOVERRIDE:-1
<BOOL>DONT_STOP_ON_DEATH:1
<BOOL>SHOW_IN_BUFFLIST:0
<BOOL>CAN_BE_SILENCED:0
<BOOL>CAN_APPROACH:0
<INTEGER64>UNIQUE_GUID:-5954643690816597198
<STRING>TARGET:SELF
[LEVEL1]
[EVENT_START]
<STRING>FILE:media/skills/0_doton/rock_pillar_spear/rock_pillar_spear_pet.layout
<BOOL>ATTACHES:1
<FLOAT>SOAKSCALEPCT:1
<BOOL>USE_MASTER_FOR_ATTACKS:1
<BOOL>NOSTRIKEPARTICLES:1
[/EVENT_START]
[/LEVEL1]

Anyone? <3

3
Yes, but as this is a developer hub, I will be using this as a place to post my updates on a common basis. There was recently a big decision made to make two versions of the mod, this thread is specifically for the multiplayer version :)

4
Mod Showcase / Naruto Ninja Class, Codename 'Allied Shinobi Forces'
« on: March 10, 2018, 12:40:02 AM »
So, most of you already know what the 'Naruto Ninja Class' is. Recently, there has been a giant bug identified after testing forever~ The games resources cannot handle more than one of the class in an instance. ~120 skills or so, the game can't handle 2+ characters with that many skills, seems to be a sort of memory issue.

So, the decision was made by myself that I'll make two versions, the latter being a Multiplayer-driven version.

This version of the mod has been codenamed 'Allied Shinobi Forces' and will contain 5(maybe 1 more..) classes, 1 for each element respectively. The idea is simple:

Try to maintain the integrity of my original vision while delivering palpable multiplayer amongst the 5 elements. The biggest differences is that in multiplayer, there's simply no resource allotment for the original charge system idea, and will be replaced with a more simple charge system that fits the newly found parameters a bit better.

This has actually been a good thing, because through having to split the class into 5 i've found where each class has been falling short, especially in terms of balance and utility. This has helped to fill in some of the gaps~

So yeah, feel free to post any questions or input.

I'll be updating this post some more with breakdowns of each class, and I'm gonna start doing twitch streaming on the weekends.

Thanks for the warm welcome back guys!

5
Modding Questions / Re: A handful of questions
« on: April 17, 2017, 11:55:03 PM »
So, to update:

Items cannot add, remove, or otherwise affect stats, via affix or the direct Effects tab.

I am not sure why this is, but it indeed is.

I have found the forum post to be the correct direction I should go with this attempt.

I wasn't sure about the CHARM SKILL effect, though? How to edit it, to start, and to follow, if editting it is working, why couldn't we clone it and create a new effect based on it?

6
Modding Questions / A handful of questions
« on: April 17, 2017, 06:25:53 AM »
Firstly, hey guys! I hope everyone is well :)

First question: I have a skill that loops. The [START] animation applies a layout, and the [LOOP] animation simply keeps it active. The layout applies an affix that lasts a set duration, and is re-applied by the same damage shape if it wears off.

I'm running into a strange issue where, no matter what I set the duration on the affix to, it only lasts 2 seconds. Even if the duration is 30 seconds, and re-applies itself and renews to 30 seconds, after 2 seconds the affix will remove completely. There is no EVENT_END, and the skill does not end because the Particle Layout and the Damage Shape themselves are in fact still running. Does anyone know what could be going on here?

----------------------------------------------------------------------------------------------------------------

Second question: I'm attempting to add '+1 to X skill' via an item. I've tried the effect tab, using Dynamic/Passive, and I've also tried creating the affix itself and putting it on the item, again, using both Dynamic/Passive.

I've used the same affix and applied it via a skill, and it worked, so the affix is functional.

Is there any way, even roundabout, to achieve this? My end goal is to have an item, that when equipped, increases the rank of one skill, by one point.

7
Modding Questions / Re: Force-cast skill from target
« on: September 15, 2016, 03:05:36 PM »
I've been trying to attach this for weeks x.x

I'm still getting the result of: The enemy casts the skill, and I get drawn in.

This is regardless of how I set the targeting of the pull skill itself, I've tried setting it up as offensive to hit ALIGNMENT:EVIL, and it hit me, as expected.

I've tried setting it up as a 'defensive' skill that targets 'Alignment:GOOD', and I've even tried using PLAYERSANDPETS in the affix target. No matter what, for some reason I cannot get the affix to apply onto the enemy

8
Modding Questions / Re: Force-cast skill from target
« on: August 21, 2016, 05:07:51 PM »
It still seems to pull me to the enemy instead of the other monsters, I'll do a lot more testing and see what I come up with

9
Modding Questions / Re: Force-cast skill from target
« on: August 21, 2016, 09:17:14 AM »
This is still stumping me so bad.

Using Cthons method of attaching a CASTSKILL on the target sorta works, I can't get it to target other enemies and NOT me.

The idea is for the enemy itself to project the pull effect so when other enemies are hit they are draw to -it-

I must be doing something wrong but your suggestion seems fairly accurate, Cthon, my issue is I can't figure out how to get the enemy to target the other enemies and not me, my pet or the real player allies.

10
Modding Questions / Re: Force-cast skill from target
« on: August 18, 2016, 02:26:35 PM »
Thanks so much for the reply, Phan! I'm at work right this second but I'm going to work to flush in your code and see if I can get my skill working.

I knew I could depend on you brainiacs behind the TL1CP :P

Thanks again man! \o/

- Will post back with an edit/update about how it's going

11
Modding Questions / Force-cast skill from target
« on: August 17, 2016, 04:14:30 AM »
One of my skill mechanics requires a skill to be casted with the target as the parent.

The real focus: It will cause the target to have a 'pull' effect on other enemies around it, causing it to act as a sort of magnet in order to cluster the others around it.


So far I've tried many variations of the pull/pull effect affix, and it looks like I can get a makeshift result by using Cast Skill on an affix, but the result is still not 'correct'.

Long story short, I want to make one enemy draw in other enemies around in, for a short duration.

Is there a way to go about this that I may be overlooking?

edit: I found:
Code: [Select]
			<BOOL>CASTFROMTARGET:1
[EXECUTE_SKILL]
<STRING>SKILL:SKILLHERE
[/EXECUTE_SKILL]

But I'm not sure how to implement it, I couldn't produce anything using it; I'm still learning the ins and outs of the skill mechanics so I apologize if this is something simple

12
Modding Questions / Re: HP Stat Watchers?
« on: August 03, 2016, 02:07:58 AM »
Worked a beauty, thanks mate!

Are there any other really useful stats like this that I should know about, and is there a way I could explore them on my own?

Again, thanks a bunch! :D

13
Modding Questions / HP Stat Watchers?
« on: August 02, 2016, 02:25:46 PM »
I've been trying to get a mechanic to work and I just can't seem to get it to register any type of hp?

Basically, I want this weapon to fire a projectile at 100% life, and not otherwise. I used the rifle as a reference and created my item, the skill, the particle, the missile, yadda yadda.

End result, I cannot seem to get a statwatcher to work for HP, Max HP, or HP PCT

Is there a way to get it to actually watch hp percentage?

14
Say Hello / Re: Hello !
« on: July 01, 2016, 09:12:27 PM »
Welcome to Torchmodders, Potty! I just finished your small wall of text and found it refreshing. We always welcome new and seasoned modders here, and will work to provide any type of support we can. TL2 is far from dead to us, and feel that others should embrace it the same~ And you're correct, it's top of the list of ARPG games with potential.

We hope that you stick around here, and that you don't feel hesitant to ask any one of us for anything.

15
Modding Discussions / Re: Iasue with a custom charge system
« on: June 18, 2016, 03:57:38 PM »
All with the help of you guys here at torchmodders! :D

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