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January 22, 2019, 06:48:11 PM

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Messages - Phanjam

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Mod Showcase / Re: Deathknight class
« on: January 12, 2019, 02:34:10 AM »
Hurray! :D hope it stays working :P

Mod Showcase / Re: Deathknight class
« on: January 11, 2019, 10:30:18 AM »
Ok I get it, the pet get 1 damage per second in the area.
Another strange bug of GUTS, the skill doesn't do any damage.
Not so easy to fix...
I think the skill targeting can be limited to certain UNITTYPEs (i just dont remember how atm)

Lord Nyriox's Playground / Re: [TL2] Ultra Respec
« on: January 09, 2019, 01:27:56 PM »
Sounds great @Lord Nyriox !

Modding Discussions / Re: Fate Items
« on: January 05, 2019, 06:41:58 AM »
I will work on porting these for the Lazarus Pack.


Torchlight I Classes Pack - Public Board / Re: TL1CP passives
« on: December 10, 2018, 05:18:56 AM »
No problem! If my tips were helpful im really happy.

On the feedback, yes thats very helpful thanks. Let's ping @Anarch16sync on this as he is n.ow moderating that mod

Torchlight I Classes Pack - Public Board / Re: TL1CP passives
« on: December 08, 2018, 12:00:30 PM »
Quote from: F430
...what you're saying with a random example: make a new soundbank group called AA_SKILLS.DAT, add "SKILLS" category inside it, save, it's ready to use. Is that correct?
Well yeah, but my point about the internal structure being the same is important to repeat.  That structure being...

Code: [Select]

This is from the vanilla SKILLS.DAT.  Your custom .DAT file has to use this same coding convention for the game to read it in.  And like other .DAT files, its important that your custom definition have <STRING>NAME: and the <INTEGER64>GUID: values which are unique from anything else in the game.

Once you've got it coded up proper like this, you can call the sound into say a skill's .LAYOUT file using its GUID.  If youre calling your sound from an animation definition in some .ANIMATION file, you can call it by its NAME.

Quote from: F430
What happens when mod A is loaded above mod B in the mod loader. Are changes from mod B lost because it's below mod A and because both mods use/modify the same file, even though said file is modified in a different way?
That is correct. The game decides based on filename; it reads-in the files based on load order and if it encounters the same filename again it ignores it. 

Some files as youve already noted cannot get around this (globals.dat, etc) because you cannot "add to" its dataset by reading from other files even if they have the same internal structure, categories, etc.  But sound definition and spawnclass .DATs *can* merge their data from multiple files.

Quote from: F430
I'm asking ... because a lot of mods out there that adds custom audio rely on vanilla sound group .dat files, hardly any of the mods, to my knowledge at least, make new groups [.dat files].
I think that's just modder preference.  It's less work to just use vanilla sounds, but personally I like making new sounds for mods.

Quote from: F430
TL1CP is half-exception with this; it adds its own sound controller, but also modifies stock game data with redundant entries that are already in the custom group, ie. everything the mod adds to SKILLS.DAT is already in SKILLS_TL1CP.DAT as standalone data. There might be a valid reason for it, but that escapes me at the moment.
Lol I just looked in the mod's MEDIA/SOUNDS folder and realized the SKILLS.DAT in there is a leftover file. Probably started putting the custom sound definitions in there, then decided it'd be better to have them off in their own .DAT file (which is defs better). And that's probably my fault (sorry Anarch).

Modding Questions / Re: Stat affecting duration instead of chance
« on: December 08, 2018, 07:21:27 AM »
Hey dropped by and decided to say 'grats on getting this to work (from the discord chat)!

Am excited to see how this develops. Keep it up (but dont burnout!) and remember to just ask if u get stuck! ;)

Torchlight I Classes Pack - Public Board / Re: TL1CP passives
« on: December 08, 2018, 06:18:15 AM »
Quote from: F430
I'm imagining it definitely wasn't a matter of "let's just port the existing assets, remake skills/animations and hack together some appropriate data to tape it all together". If that were the case, the mod wouldn't have taken ~3 years to develop
Sorry i misread ur post / u already noted it did take almost 3 years.

But the process u described is pretty much it, at least at the start. What took much longer was balancing it all for a TL2 setting. Then the all-new skills took long as well; we conceptualized a lot of new ones then agonized over which ones should really go in. Then balanced those too.

Lastly there were the TL1 armors! Theyre actually not yet done to this day (almost ready to help u there @Anarch16sync !)

 Youre right. To do anything well takes time.

Torchlight I Classes Pack - Public Board / Re: TL1CP passives
« on: December 08, 2018, 05:11:28 AM »
Fortunately sound defiitions*can* be merged in from separate files! (I think spawnclass entries are like that too).

So u can define a soundbank with category SKILLS in a separate .DAT file and the game will read it in along with stuff rom the vanilla files. Just follow the same file structure in your mod's DAT as whats in the vanilla files.

Ive made mods with a single sound .DAT file with all the sounds for the mod, even with mixed up categories. Works ok :D

Torchlight I Classes Pack - Public Board / Re: TL1CP passives
« on: December 07, 2018, 12:26:29 AM »
Thanks v much @F430 ! I'll let you in on a (not so) secret - it actually did take almost 3 years to complete :D !

Modding Questions / Re: Stat affecting duration instead of chance
« on: December 06, 2018, 08:01:00 AM »
Thanks doudley!

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

Yes that might be a simpler way to do it actually. It would not even need stat watchers - the skill level can just point to the affix with the duration corresponding to the skill level. Only drawback is, if u have 15 skill levels u will need 15 affixes (and @Anarch16sync will get mad at us :P )

Torchlight I Classes Pack - Public Board / Re: TL1CP passives
« on: December 05, 2018, 09:27:49 AM »
Hi @F430 ! good to see you back here!

Off the top of my head I would say those are EFFECTS available, but rarely/never used in skills, in the vanilla game.

To be able to answer more definitively, could you name some of these skills and the EFFECTS in them that are baffling, so I can have a look inside and let you know?

Modding Questions / Re: Stat affecting duration instead of chance
« on: December 05, 2018, 07:08:56 AM »
I kind of recall a method where you could make the effect have a fixed duration (say 1 sec) but put it inside a looping layout which checks that SOME_STAT is greater than zero at the start of each loop (if zero, the loop won't fire).

I know stats can be set to decrement like say by "1" every sec. So if SOME_STAT starts at 10 it can be at zero in 10 secs, the layout will stop looping and the effect will expire.

I know the starting value of a stat can be set to match the value of some other stat so you can vary what the starting value of SOME_STAT will be, but i cant recall offhand how!  If u dont mind doing the spadework (im at work atm) u can rev-engineer the tl1cp destro's "second wind" skill to have look at its stats, because I know one of them gets set to whatever the charge value is at the start of the skill.

Skills Masteries Classless Concept / Re: Classless Character Mod
« on: December 02, 2018, 01:53:21 PM »
Hey @DeeZire if i was able to help at all then im real happy!

Hey @lolesch Unity huh? Sounds exciting and serious  :D i hope u can share some of that with us one of these days!

Hey Heathen! If u want to dive deeper into details just ask away, i'm happy to share. GUTS is the actual tool used to build the game so it is very powerful. The learnng curve can be steep but if u stick with it, it can be very rewarding ;)

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