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1
Mod Showcase / Re: Hacker Class Mod
« Last post by Sch123 on July 20, 2019, 10:12:47 PM »
@Phanjam I need help, I found a bug in the class I made. ???

- Increased skill points when doing respect active skills "In the Gun Blaster Tree skill" (Especially at the Frozen Bullet Skill). For other active skills there is an uncertain addition & if there are additions only increase 1 skill point. Not at the Frozen Bullet Skill, which increases every rank by 1 skill point (max up to 15 skill point). :'(

I don't know what to do to fix it. :-[



For a while the frozen bullet skill I will replace with another skill. Somehow after being replaced with another skill there is no problem of skill points that increase when doing respect skills. :P
2
Modding Questions / Re: Custom Charge Bar...
« Last post by Phanjam on July 19, 2019, 07:22:31 AM »
im so sorry to hear that @Actkqk  :( i also posted in discord that you can use torchlightfansite.com which is the former runigamesfansite.com a.k.a. RGF hosting mods since TL1 back in 2009 and still very active (more than 1,200 mods and 2.3M downloads) to this day.
3
Variant Classes Mod / Re: Variant Classes Mod Information
« Last post by Viz on July 19, 2019, 04:31:55 AM »
@Actkqk Heya, I am sorry that you didn't like my changes to Tenebris.

The changes was done because some people requesting more classes to be stronger to tackle Synergies and supposedly its endgames (hence why there are more changes to many classes after v9 of the mod). Personally I think Tenebris is still fine compared to other classes like say Archer, Prophet, and the FEP classes.

Again as Phanjam have said I did not intend my changes to be an insult to you. I am deeply sorry if you find it that way  :-[
4
Modding Questions / Re: Custom Charge Bar...
« Last post by Actkqk on July 18, 2019, 07:17:08 AM »
Ahaha this is incredible. I had everything ready. I tried to post the update on Steam... and I can't, at least not in the normal way. Error, and error and error and error. I searched for information and nothing. I waited a while thinking that it could be a momentary Steam problem. Nothing, so trying things I tried something that once in the past I had to do. Delete and republish... And it worked. But the Mod is hidden and I can't change the visibility to Public. So I looked for more information and I realized that steam was transformed into a real crap?... Only my friends can see my mods, I'm not authorized to make it public, aaahahahaha. Well, that would be everything. I can upload this thing to moddb for example but the steam version went to hell. And with this my return to the mods is finished...
5
Modding Questions / Re: Custom Charge Bar...
« Last post by Phanjam on July 17, 2019, 05:39:35 PM »
6
Modding Questions / Re: Custom Charge Bar...
« Last post by Actkqk on July 16, 2019, 11:00:21 PM »
Oh I see. Of course, it makes sense, I had never even created the TRIGGERABLES folder. As someone said in the Chat, it is possible to take something like the Embermage as reference and copy files to edit later. But it is very likely that in the same way you will not be successful because there are many things to copy and edit and it is enough that one thing is missing so that nothing works. Being my first attempt at Charge Bar, the internet is useless in this case, there is not a single guide that talks about the subject completely. And it's a shame. At least this helped me to know that the Charge Bar can be something extremely useful, or also something so useless and easy to erase from the game, that I take a whole day without being able to fully understand the mechanics, but I take less than 5 minutes to erase it completely from the game (from my class) without CTD (crash to desktop).

Anyway, tomorrow I will apply what you have taught me. Thank you  :)




Who needs the damn Charge Bar? -_-
7
Modding Questions / Re: Custom Charge Bar...
« Last post by Anarch16sync on July 16, 2019, 10:04:32 PM »
Ok, I took a look at the embermage charge bar to refresh my mind on how the charge bar works. And I think I have naildown what is the issue here.

And that's is that I see no mention of the actual Triggerable effect.

This part of code on the hum_Tenebris_base.dat:
Code: [Select]
[EFFECT]
      <STRING>NAME:TENEBRISFULL
      <STRING>ACTIVATION:DYNAMIC
      <STRING>DURATION:INSTANT
      <STRING>TYPE:ADD TRIGGERABLE
      <FLOAT>CHANCE:100
[/EFFECT]

points to a triggerable named TENEBRISFULL (and hopefully, to a file named TENEBRISFULL.DAT in the triggerables folder), if you follow the same structure of the Embermage, you triggerable should look like this:
Code: [Select]
[TRIGGERABLEACTION]
<STRING>NAME:TENEBRISFULL
<TRANSLATE>DESCRIPTION:Enter an enlightened state, requiring no mana to cast spells and greatly increasing casting speed
<STRING>GAMEEVENTTYPE:CHARACTER
<STRING>EVENTCREATOR:SELF
<STRING>SUBTYPE:MAXEDCHARGE
<INTEGER>LEVEL:1
<FLOAT>FLOATCONDITION:0
<INTEGER>COOLDOWN:8000
<BOOL>FILTERSELF:true
[TRIGGERSKILL]
<STRING>SKILL:TENEBRISFULLPOWER
[/TRIGGERSKILL]
[/TRIGGERABLEACTION]

Then this triggerable is pointing to a skill that is what is cast when you get full charge, again following the embermage structure your skill should look like this:

Code: [Select]
[SKILL]
<STRING>NAME:TENEBRISFULLPOWER
<TRANSLATE>BASE_DESCRIPTION:Enter an enlightened state
<STRING>ACTIVATION_TYPE:NORMAL
<STRING>TARGET_ALIGNMENT:EVIL
<STRING>TARGET_TYPE:SELF
<FLOAT>TURNRATEOVERRIDE:-1
<BOOL>HIDDEN:true
<BOOL>DONT_STOP_ON_DEATH:true
<BOOL>CAN_BE_SILENCED:false
<INTEGER64>UNIQUE_GUID:-2447319373651713621
[LEVEL1]
[EVENT_START]
[AFFIXES]
<STRING>TARGET:SELF
<STRING>AFFIX:TENEBRISFULL
<STRING>AFFIX:TENEBRISFULL_NO_DISPLAY
[/AFFIXES]
[/EVENT_START]
[/LEVEL1]
[/SKILL]

The affixes TENEBRISFULL and TENIBRISFULL_NO_DISPLAY you have already edited so I won't elaborate on that further, but the affix TENEBRISFULL is the one the set the stat that the charge bar UI is evaluating.

I hope this is helpful, to know more about triggerable you should check:
http://torchmodders.com/wiki/doku.php?id=triggerables
8
Modding Questions / Re: Custom Charge Bar...
« Last post by Actkqk on July 16, 2019, 07:00:18 AM »
Well, at least there is some progress. I have achieved that the bar reaches 99.9%... It never reaches completion and after a while of inactivity it returns to zero. I give up for the moment...
9
Modding Questions / Re: Custom Charge Bar...
« Last post by Actkqk on July 16, 2019, 05:30:54 AM »
Ahahaha, ok ok, I sensed that I was missing something. Thanks so much for the help. I have not tried but just seeing your answer I know it's the right thing to do. Thank you.
10
Modding Questions / Re: Custom Charge Bar...
« Last post by Korzeam on July 16, 2019, 04:46:01 AM »
I don't have the time to make some checks right now, but I believe you have to create your own Chargebar STAT and  handle it in the STAT EVALUATOR of your UI chargebar.
I has also to be handled in your TENEBRISFULL affix, like this :

[EFFECT]
      <STRING>NAME:TENEBRIS_CHARGE_BAR_STAT
      <STRING>ACTIVATION:DYNAMIC
      <STRING>DURATION:12
      <STRING>TYPE:ADD STAT
      <FLOAT>MIN:1
      <FLOAT>MAX:1
      <FLOAT>CHANCE:100
[/EFFECT]
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* Recent Topics

Hacker Class Mod by Sch123
[July 20, 2019, 10:12:47 PM]


Custom Charge Bar... by Phanjam
[July 19, 2019, 07:22:31 AM]


Variant Classes Mod Information by Viz
[July 19, 2019, 04:31:55 AM]


Heya folks! by steffire3
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Tenebris class, I need to know... by Phanjam
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