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Messages - Aherin

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Classless Character - Public Board / Re: indefinite modding break
« on: October 15, 2018, 05:35:55 am »
I wish you all the best Phanjam!  :)

Modding Questions / Re: Skills on weapons
« on: October 06, 2018, 10:46:06 am »
My guess is that hovering is a combination of an animation made specifically for those models and a skill which makes the monster take no damage when it occurs.

Help Wanted / Re: Request: Custom UI / HUD
« on: October 05, 2018, 02:38:23 am »
@Phanjam Do you mean to change the colour of the text? That's a good option to show the different cooldowns definitely. ie green for positive buff cooldowns and red for negative ones like poisoned. The problem still remains that I don't know how to tell GUTS which colour to assign to each buff type. It's all about finding or making a stat that checks this I think..

Help Wanted / Re: Request: Custom UI / HUD
« on: October 04, 2018, 12:51:07 am »
That's a good question @Sch123. I haven't come across anything in the UI elements that is set to randomly select an option but I can keep an eye out.

Help Wanted / Re: Request: Custom UI / HUD
« on: September 27, 2018, 02:40:37 am »
Thanks for the heads up @Sch123 :) I'll try to tackle that when I get the chance to work on it.

The differentiated buff ideas are really good. The only problem is that I can't think of a way to make them work.

The buffs work by displaying a list window which pretty much works automatically. Any active buffs (from whatever source) are simply displayed in order using the UI piece "effect_bigger" (I think it's called). So I can change what that UI piece looks like, but as the system currently stands I can't really differentiate the buffs in any real way.

Adding some kind of hide/show logic based on a stat to decide which colour border to display could be possible I guess. (I think Target bars work in that way to decide between normal, champ and boss target bars)

The problem with it is that UI pieces don't seem to like having logic in them.

 Maaayybe (and this is pure speculation) I could remove buffs from the hud layout and recreate the system from scratch using a separate menu, kind of like how target bars work. I could make separate effect pieces with the different border colours, which are called upon based on a stat. It's just working out how to actually make that stat work that is the real sticking point.. @doudley Any thoughts? I feel over my head with this!  :'(

Modding Questions / Re: [TL2] Forcing COOP?
« on: September 26, 2018, 05:52:09 am »
@FabSerp I can send you a google drive link if you like. The mod files need a fair bit of clean up to make sense of them to be honest. The mod finally worked after many failed attempts, the evidence of which remain! :D

Modding Questions / Re: [TL2] Forcing COOP?
« on: September 14, 2018, 11:18:30 pm »
@Phanjam Cheers man, though I can't take credit for the technique. I learnt it from the UI guru doudley ;) My Block Indicator Plus mod and Hardcore Lite both use the technique.

@FabSerp Hardcore Lite has an affix with a passive skill that is applied indefinitely to the player, but it only activates on player death (CAST SKILL ON DEATH I think it uses). When the player dies, all players in radius are fully healed. I used the berseker howl skill and made it heal instead. I guess I'm telling you this to let you know that the idea of buffing players who are near each other is very possible!

Modding Questions / Re: [TL2] Forcing COOP?
« on: September 14, 2018, 02:07:18 pm »
Oh but you can make an affix that does lots of things. You can make the affix cast a passive skill which could be your aura.

Modding Questions / Re: [TL2] Forcing COOP?
« on: September 14, 2018, 11:04:57 am »
Ok so I'll upload some pics and talk you through it if you like. Each pic should help to explain what I mean.

First step is to open up guts, select the "Scratch Pad" tab and add in all your UI elements (Screenshot 1).
Right click on the white area on the left and add in a Logic Group (It has an icon to the left of it)
Underneath the Logic Group item is the "UI Menu" option. Mouseover then add a Menu Definition.
Then right click again and mouseover the "Logic" option. Add in a timer and Affix Applicator.

Now you've got your UI items you'll need to config their properties.

Affix Applicator (Affix in my screenshot)
AFFIX: (type the name of your affix here)
*Leave the rest as is*

Menu Definition (This is pretty important so I'll screenshot the properties)
Main things to check are
MENU NAME: (Give it your own custom name)
*Double check everything else in screenshot 2*

Now.. Last thing is to set up the Logic Group (Screenshot 3). If you select the Logic Group you'll see that a hammer and wrench icon appears. Right click it and the Logic Editor will pop up. Now drag and drop the Timer and Affix from the left column into it.

In the Logic Editor, left click the Timer and check the "Activated" tickbox in its Outputs section.
Next left click the Affix Applicator and check the "Apply Affix" tickbox in its Inputs section.
(Every UI item has multiple things it can do in the Logic Editor. It's fun to dig around and see what they can do :))
Drag a line from the green square of "Activated" to the blue circle of "Apply Affix".

Now you've made it so that the affix you've selected will constantly apply the affix to players as long as the timer continues to loop, which it will do infinitely.

That should do it for you. One thing you can do to the affix while testing is to add a visual effect to it so you know if it's being applied properly. If you open up the affix you want to apply and type in "Poisoned" or "CHAMPIONGLOW" in the "UnitTheme" section for example, they will show up (as particle effects only) whenever the affix is active. A good way to check if it's working ;)

Modding Questions / Re: [TL2] Forcing COOP?
« on: September 14, 2018, 03:31:25 am »
Sorry it's "visible" as far as guts is concerned but it just runs in the background with no visual elements. I'll take some screen shots in guts and it'll make more sense

Modding Questions / Re: [TL2] Forcing COOP?
« on: September 13, 2018, 08:41:02 pm »
@FabSerp Hey man it is possible to make a skill run in the background using a ui menu that's always visible. When I get back from work tonight I can post a little tutorial about how to do it if you like.

Then it'll be just up to you to sort out the skill ;) Not my strong point!

Help Wanted / Re: Request: Custom UI / HUD
« on: September 11, 2018, 01:08:46 am »
Yeah I agree, I'll see what the ones you linked look like. Otherwise I'll  revert to the vanilla orbs.

Hey man to be honest, I feel like I'm "running out of steam" a bit with modding at the moment. It's times like these that a break for a while is needed.

I'm not dropping this entirely, I might even still update things. I just can't commit to updating as regularly as I have been. In a few weeks I have a holiday break which might give me the chance to revisit and regroup.

I know I'll be back, I just need a break! :D I hope you understand.

Help Wanted / Re: Request: Custom UI / HUD
« on: September 10, 2018, 10:05:22 am »
Ok fixed the back buttons.
Also let me know what you think about the pet inventory orbs. I'm not convinced heh

Help Wanted / Re: Request: Custom UI / HUD
« on: September 09, 2018, 10:32:41 pm »
I'll have a play around and let you know if it looks any good :)
Thanks for pointing out the back buttons, I'll have a bit of time this evening hopefully.

Help Wanted / Re: Request: Custom UI / HUD
« on: September 09, 2018, 10:23:20 am »
Well yeah the mod just uses the health and mana orb images, so if we use the d2 one it uses those too.
What I could do is add in the stone gargoyle and girl to the pet menu orbs?

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