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1
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by Sch123 on Today at 09:48:25 AM »
How about the special fx, which is better?
Special fx in the Mongol Archer is better. ;)

I think we can compose our own toggle skills by using these two version as reference. What I don't have is dedicated use of GUTS, so we will have to use the existing particle fx/animation or their unit themes. But the effects/affixes, and how the skill is used can be our own.
Awesome, we can create our own version of a toggle skill. :D

Do you have any ideas for what effects/affixes will be included?

I find there are some good passive skills in some classes,  ::) I wonder if it can be combined into one and create it as a toggle skill. :P



Intermezzo

If I can presume the fourth class of vanilla is like 4 sacred animals ;D. Each class represents one of them and has Strengths & Weaknesses:

Embermage = Suzaku
Strengths
Focusing on mastering elemental magic

Weaknesses
Lower physical defense
Berserker = Byakko
Strengths
Focuses on the speed & fierce attack

Weaknesses
Not much magic power
Engineer = Genbu
Strengths
Focuses on defense & counter attacks

Weaknesses
Speed and dodge attacks
Outlander = Seiryu
Strengths
Focusing on range attacks that penetrate

Weaknesses
Lower magic defence
2
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by doudley on Today at 07:00:40 AM »
How about the special fx, which is better?

I think we can compose our own toggle skills by using these two version as reference. What I don't have is dedicated use of GUTS, so we will have to use the existing particle fx/animation or their unit themes. But the effects/affixes, and how the skill is used can be our own.
3
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by Sch123 on Today at 03:57:26 AM »
@Sch123 I think I can fix ember mage toggle skills and I already have some ideas to make those skills more interesting. Maybe you can give justification on why we should replace blade's into mongol archer's skills?

My Reason:

The reason I asked to replace the Toggle Bladedancer skill with the Mongol Archer was because, I felt the Toggle Bladedancer skill was less efficient than the Mongol Archer's. Especially in Tier Bonus effects, I think if the tier bonus is be made so that the skill becomes a toggle skill later on Tier III, it's not effective. I think we can develop a bonus tier more than just making the skill become a toggle skill. Moreover, toggle skills in the Mongol Archer were in the form of toggle skills from the start. ;D

And effects toggle skills in the Bladedancer are only 2, one of them is the elemental damage. While other effects only increase attack damage, speed attack & reduce damage, where we can get it on General Passive. I feel less variation from Bladedancer toggle skill. :(

We also don't forget that Toggle Embermage skills will be shared with the other three classes. So it doesn't just focus on the Embermage class but also on other classes.

Because this is included 3 element and will later be shared in the 3 other class, I see the effect of this skill is quite appropriate. It does need to remove the effects of penalties & need to add element skill effects. :)

In my imagination, later toggle skills will be a booster to cover up weaknesses for the class that uses it. For example:

- Outlander Class >> Fumble Chance Reduction
- Berserker Class >> Cast speed & Skill Where is the cost
- Engineer Class >> Attack speed & Dodge chance

Of course Embermage Class also benefits because directly he has all three toggle skills on him so he's not like the other three classes that only get 1 of toggle skills. That way we can adjust to the skills we will focus on depending on how we play. ;)

Then, judging by the animated aura in the toggle the Mongol archer skill is more interesting than the Bladedancer has. :D

[You can see more details about the ideas I meant in the Attachments below]



By the way, what interesting idea would you give to the Bladedancer skill toggle? I'm very curious. :P
4
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by doudley on Today at 02:04:05 AM »
PROGRESS UPDATE

Spoiler
1) Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (43) / Female (37)
Total Hair Color: Male (55) / Female (55)

1.a) Fixed Male Skins codes, #1 skin is now #1 and #44 has been removed because there's no value linked to that number.

2) Tempest skill's original code says to target self, changed it to target target. That could fix it...

3) Thunder Strike's original code says to make damage on each event trigger, I've changed it to make damage on each unit hit. That could fix it...

4) Spirit of Death skill have been fixed, included missing custom textures.

5) Pool of Death skill have been fixed, corrected the directory link of the included texture before.

6) Root of Death / Life skill have been fixed, found and included the missing (unit theme) particle of the summoned snakes / vines.

7.) Asura skill's animation have been fixed, as it turns out, the original skill has messed with the animation data, so added a new animation data "Special_Asura" intended to have vanishing effect and untargettable during the animation.

8.) Ember Mage Toggle Skills
Spoiler
TIER1_DESCRIPTION:Duration increased to 45 sec
TIER2_DESCRIPTION:Duration increased to 1 min
TIER3_DESCRIPTION:Permanent and toggleable

@Sch123 I think I can fix ember mage toggle skills and I already have some ideas to make those skills more interesting. Maybe you can give justification on why we should replace blade's into mongol archer's skills?
5
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by Sch123 on November 20, 2018, 10:22:15 AM »
Asura (Berserker) & Cruelty (Bladedancer) skill different.

In Asura (berserker) the skill does not run completely and the player does not fade during the skill runs.

Whereas in Cruelty (Bladedancer) the skill runs completely and the player goes out during the skill. And it ends with a laugh (happens when using Female).



I also found a bit of trouble with Embermage's toggle skill. When the skill reaches Tier III, the skill becomes permanent and cannot be turned off, even though the skill can replace each other between previous skills but the skill cannot be turned off.

For example: Assuming all three toggle skills have reached Tier III. We activate the A toggle skill and then we activate the toggle B skill, then the toggle skill A will be replaced with the toggle skill B. What if we want to turn off the skill? Usually enough to activate the same skill with the active toggle skill (toggle skill B). But this cannot be done that way.

 ::) I think it's better if use Toggle skills that are in the Mongol Archer. I proposed that the Toggle Embermage skill be replaced with a new Toggle skill that was in the Mongol Archer. Sorry for making you have to change skills again. :(



For more details: [See Attachments] ;)
6
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by doudley on November 20, 2018, 07:40:29 AM »
PROGRESS UPDATE

1) Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (43) / Female (37)
Total Hair Color: Male (55) / Female (55)

1.a) Fixed Male Skins codes, #1 skin is now #1 and #44 has been removed because there's no value linked to that number.

2) Tempest skill's original code says to target self, changed it to target target. That could fix it...

3) Thunder Strike's original code says to make damage on each event trigger, I've changed it to make damage on each unit hit. That could fix it...

4) Spirit of Death skill have been fixed, included missing custom textures.

5) Pool of Death skill have been fixed, corrected the directory link of the included texture before.

6) Root of Death / Life skill have been fixed, found and included the missing (unit theme) particle of the summoned snakes / vines.

SOURCE FILE ready to be built
(See attachment)
7
Pet Variants Mod / Re: Pet Variants Mod
« Last post by Sch123 on November 18, 2018, 11:52:56 AM »
This is much better than the previous one. But I also suggest removing the ornament above and below the Pet selection menu. Besides later you will have a little extra space, you will also make the appearance more tidy.  ;D
8
Pet Variants Mod / Re: Pet Variants Mod
« Last post by Korzeam on November 18, 2018, 11:39:27 AM »
Wow, the icon looks very small. My eyes are quite dizzy seeing it.
Ok, what about an intermediate solution ?
48 pets / page (Gdrive uploaded).
I think the icons are big enough.
9
Skills Expansion Mod / Re: Skills Expansion: Bugs Report & Ideas
« Last post by Sch123 on November 18, 2018, 11:23:59 AM »
Test Update Ver 9

Thank you for the unique hair color. :P

Male Hair Style no 1,2,9,14,44 have the same hair style. Maybe you can removed 2,6,14,44. ;)

Quote
- Ember Mage Toggle skills, fixed flame and storm aura

There is still no aura :(

Quote
- Blood Lust skill, fixed unlinked particle fx

Awsome ;D



Note:

Just to remind you In Ver 9 there still has some similar problems as in previous versions:D
10
Pet Variants Mod / Re: Pet Variants Mod
« Last post by Sch123 on November 18, 2018, 11:08:13 AM »
Wow, the icon looks very small. My eyes are quite dizzy seeing it.

- Maybe you can add a little place if you remove the decorations above and below the Pet selection menu as done in the Class selection menu. That way you don't need to make it 80 pets / page.

- Or the second idea is to make a Pet selection menu by scrolling down the Menu. ;)
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