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Messages - Epoch

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16
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 20, 2018, 10:57:25 pm »
I searched for any affixes that both classes use involving the same/similar stat:

Code: [Select]
Kensei 
Fine Control - modify damage bonus based on character dps righthand
You Must Die - modify damage bonus based on character max damage righthand
Riposte - Damage reflect modified by character max damage righthand
Must Live - Lifesteal modified by character dps righthand

Ronin
Focused Strike - modify damage bonus based on character dps righthand
Must Live - Lifesteal modified by character dexterity
Fire Stance - Damage bonus modified by Character damage max

I also noticed Kensei pulsing strike proc is set to not stop on death and is set to not proc from skill. Dunno if that will impact anything.

I suspect this bug involves the skills where damage bonus is modified by character dps righthand/character damage max/character max damage righthand, but I'm keeping Riposte and the lifesteal skills on the list in case I'm wrong. Time to test.

17
Modding Questions / Re: Skills on weapons
« on: July 20, 2018, 08:56:37 pm »
Alright, so I tested several possibilities and discovered the answer is extremely simple.

From what I can tell, weapons that proc skills cannot utilize anything that falls within:
Code: [Select]
		[EVENT_TRIGGER]
[/EVENT_TRIGGER]

So what I did was follow PJ's instructions for the weapon & affix, then made a copy of the BigStrike skill, renamed it BigStrike2, and changed the GUID. I then changed the EVENT_TRIGGER to EVENT_START and everything works properly. Procced skills can still utilize the EVENT_UNITHIT, so the buff this skill applies still works.

Use the affix to set what level of the skill you want to proc through:
Code: [Select]
	<INTEGER>LEVEL:#

Super easy solution.

18
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 20, 2018, 07:19:24 pm »
I scoured all the code for both skills and found no irregularities.

So I suspected maybe Art Strike had a custom animation and there were additional hit triggers -- this is not the case.

The last place I checked was this layout:
Code: [Select]
<STRING>FILE:media/skills/kensi/arterial_strike/art_strike.layout

I figured it out and now have it working.

Change the following on Damage Shape7:
DOT: False
Max Units Hit: 10

Change the following on Timeline8:
Duration: 0.3
Use View External tool on Timeline8 and extend Damage Shape7: Event_disable to 0.3 seconds

I suspect the problem stemmed from DOT being set to True and every 0.3 seconds the damage shape would trigger over a 1 second duration - resulting in 3 hits every 1 skill use (*# of monsters hit by the skill).

Problem solved.

Time to hunt down this Kensei/Ronin crash bug.

19
Modding Questions / Re: Skills on weapons
« on: July 20, 2018, 06:15:29 pm »
I think the problem may have to do with what activation type the skill is set to.

Can you show the code to the skill you are using?

20
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 20, 2018, 03:33:48 am »
Oh rofl. I was in the wrong unpacked mod. I'll take another look within the correct location tomorrow. Lol, I'm dumb.

21
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 20, 2018, 02:57:04 am »
Just did a quick look through some stuff (within an unpacked version of what I believe is your most updated combination pak) and this tidbit caught my eye:

Within Arterial Strike skill:
Spoiler
Level 9 has double Affix:Affix:

   [LEVEL9]
      <FLOAT>RANDOMRANGE:0
      [EVENT_TRIGGER]
         <STRING>FILE:media/skills/kensi/arterial_strike/art_strike.layout
         <BOOL>ATTACHES:true
         <FLOAT>WEAPONDAMAGEPCT:50
         <FLOAT>SOAKSCALEPCT:88
         <FLOAT>CHARGESCALEPCT:33
         <BOOL>USEDPS:true
         <BOOL>BUILD_CHARGE:true
         [AFFIXES]
            <INTEGER>AFFIXLEVEL:9
            <STRING>AFFIX:AFFIX:ARTERY_CUT_02
         [/AFFIXES]
      [/EVENT_TRIGGER]
   [/LEVEL9]

Doubt this will fix all experienced problems. I'll look deeper tomorrow.

22
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 20, 2018, 02:36:47 am »
There's some odd stuff going on with Fine Control. I'll take a look into it.

EDIT : Alright idk what is causing this issue.

I tried setting this to the proc skill   
Code: [Select]
<BOOL>CAN_PROC_FROM_SKILL:0
but it only resulted Arterial Strike to crash upon activation.

I'll take a look this weekend and see if I can figure it out.


Hi @Epoch You should see Pet Lu Bu on this Mod:

Lu Bu

- Source: 英雄宠物MOD合集 [Hero Pet MOD Collection] Download Link: GDrive Already in .Mod

The way he holds the Spear while he is standing, and while walking / running it is very cool. Especially when he attacks using his Spear (just like the one in the Dynasty Warrior game), the animation is very good. Can this be an idea to create a new Class based on this Pet? :)

Maybe, but the total amount of time it would take is way more than I can invest -- especially since I want to help with the reported bugs and finish working on stuff I started years ago.

23
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 14, 2018, 03:48:20 pm »
Thanks Phan. I actually worked on it all for another few hours and got it working. I'll try and hop on Discord occasionally.

I also had begun working on a Guan Yu inspired character, but all my progress is on an old laptop that I no longer have a charger for.

24
Mythos - Public Board / Re: Class: Myrmidon
« on: July 14, 2018, 03:26:06 pm »
Yup. My son is over 4 years old now and finally allowing me to occasionally do other things. His middle name is Achilles. #ProDad

25
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 14, 2018, 05:07:48 am »
Yeah, I think I remember we were trying to trouble-shoot that same problem. I'll see what I can find. Worst case scenario, I can just rebuild those classes.

26
Mythos - Public Board / Re: Class: Myrmidon
« on: July 14, 2018, 04:56:04 am »
Before I was overwhelmed with daddy-duty, no one discovered a method for equipping a 2H weapon in 1H that didn't involve creating a new 1H weapon and using the 2H model for it, but this mod already has a new unittype for Spear (1-hand) and a couple models. Things may have changed - I'm still navigating and figuring this all out again.

On a side note, I think I'm going to completely redo the skill tree setup for this class. I'm debating whether to break the skill tabs into: Active, Passive, & Olympians. Prolly would increase the active and passive tabs to 12 skills each, but I dunno yet.

Has anyone developed/improved on the item level-up stuff I had started in this mod? Interested to see whether I should continue testing those limitations.

27
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 14, 2018, 02:16:58 am »
Which class(es)? Is it all the time or does it require a certain skill to have points invested prior to crash?

On a side note, I am having the hardest time getting all the scripts for Blender and 3DS max working again. I may have to shelf all these models I had previously been working on.

28
Mythos - Public Board / Re: Class: Myrmidon
« on: July 13, 2018, 11:27:08 pm »
I actually just started working on this class again. So many things to fix still, though.

29
FEP+ (Far East Packs 1 & 2 Merge) / Re: FEP+
« on: July 13, 2018, 11:24:28 pm »
Sup, would you like a hand with all your hard work? I'm pretty sure I know a thing or 2 about this mod.

30
Mythos - Public Board / Re: Class: Myrmidon
« on: April 05, 2015, 05:38:00 pm »
Just an update. Still doing some tweaks and fixes. I'm also in the process of working on numerous new item models that I will add soon. Will begin working on the maps and tilesets soon as well.

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