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Messages - gytfunke

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Haha, yeah, the alignments are a bear.  I can't remember if I ever figured them out.

Understand the skill menu's UI?

The most important feature I had in mind was that you'd have to invest in a T1 skill to see the T2 skill of that tree.

Lemme know what questions you might have about it.

Modding Questions / Re: How many treasure can I add after defeating boss?
« on: November 06, 2017, 02:18:20 pm »
Hey Zayn,

Making a custom Spawnclass is the best way to change what a particular monster or boss drops.  You'll need to select the spawnclass in one of your boss' treasure slots, but the spawnclass itself can hold any number of items (at least, I haven't found the upper limit yet).

Modding Questions / Re: Cast on crit as an item affixe ?
« on: October 05, 2017, 02:26:14 pm »
Am I missing something ?


Hi Al Est!  The target of the Add Triggerable effect is the weapon itself, not the player, which... won't work.  This is because the default target for most Effects is the actor the Affix is applied to.  The Affix is applied to the weapon.  There's no target defined for Add Triggerable, and judging from how it works for players (it always targets the player when the Affix is applied to the player), it's adding the Triggerable to your weapon.  I don't know if there's any way to modify the proc to have a triggerable work with a weapon in that way.  I don't know if triggerables work with weapons at all.

The only way I can imagine this might work is if you add a Cast Skill effect to the weapon which casts a proc that adds the triggerable to the player (and removes it on an Event_End).  I can't guarantee this will work.  You'll also want to ensure that the triggerable only gets added once and gets removed, otherwise you'll have problems.

Modding Questions / Re: Triggerable annoyance
« on: October 04, 2017, 03:31:08 pm »
Hey Viz, here's a list of all pre-existing static stats that can be used in those fields:

You can also use any dynamic stats that you declare in the Stat Editor.

It's odd that your cooldown isn't working on the procced skill.  Setting the cooldowns the way you have should work correctly.  When the triggerable condition is met it should try to fire the proc skill every 100ms.  The proc skill should cast only as often as its cooldown.

Maybe double-check your syntax, spelling, etc.  Posting the text for your files might allow someone else to notice something you've missed.

General Chat / Re: Hob got released today
« on: September 29, 2017, 09:57:26 am »
Oh man, this sounds exciting!  But first I have to get some time to actually play the game!

General Chat / Hob got released today
« on: September 26, 2017, 10:49:15 pm »
Somebody let it out of its cage, so I figured I'd leave a little heads-up for anyone who may have been unaware.


Classes & Skills / Re: Class Grouping
« on: July 20, 2017, 11:58:20 pm »
I think Aherin's right.  It's important to ponder the why for a good long while.  Then the what.  Then the when and the how and the who.  In the meantime, it might be good to spend some time just learning GUTS and seeing what's possible with it and what isn't.

Modding Questions / Re: Illusions/Clones
« on: July 14, 2017, 09:51:32 pm »
Only the UI editor has the flexibility to (possibly) implement such an idea.  It might work.  It might be a lot of work.

You'd essentially have to record the item ID of the item equipped in each inventory slot on the player character then somehow spawn that item into your clone's equipment slot.  This sounds difficult to me.

The other consideration is that spawning Human models that are wardrobeable (as opposed to pre-baked models like bandits) causes a lot of lag.

Lord Nyriox's Playground / Re: [TL1] Backporting Skills from TL2
« on: March 22, 2017, 04:24:56 pm »
Does anyone know of some easy-to-use "dependency checker" for TL mods? 

That would be fantastic.  Someone with coding skills should write a program to do this!

Classes & Skills / Re: Death Ritual
« on: March 13, 2017, 03:27:38 pm »
I dunno.  That would probably work.  As long as you have 1 'characterdexterity' stat all the mods should work fine, since they're just declaring a stat that's already in-game.  For some reason you have to declare it in the Stats list to be able to use it in Effects and Statwatchers, which is why it's in the folder.

However, if you have identical stats that are for something else... well, the fix could be more complicated.  It depends on how the stat is used.  But if two modders named a stat 'stat1' and they used it for two different things there could be conflicts whether or not you pared it down to just one file.

Classes & Skills / Re: Death Ritual
« on: March 11, 2017, 07:54:05 pm »
Mmm... dunno off the top of my head.  Maybe post the text of all the related files here so someone can take a look at it?  By related, I mostly mean skill.dat, any effect.dats, and layouts.

Classes & Skills / Re: Death Ritual
« on: March 10, 2017, 09:43:37 pm »
From what I remember, I don't think it would change the tooltip.  Most summons' damage tooltips don't change even with level, it just says "+x% damage bonus".

I think you'll need to look at the combat log to see Death Ritual's effect on minion damage.

Classes & Skills / Re: Death Ritual
« on: March 10, 2017, 02:20:28 pm »
I would open the mod folder (instead of using GUTS) to explore the files that were changed in the Death Ritual mod you used.  There's likely something that needs to be changed back to vanilla for your Death Ritual skill to work correctly.  I'd check the Skill Tree Override, the Skills, and the Stats in that order.

Also, the way Death Ritual works is that it sets a variable (a stat) that augments the effects of the other three skills.  The other three skills all have either Effects or Stat Watchers that are dependent on that variable.  If any of those skills or their connected Effects were changed, that would prevent Death Ritual from working properly.

Lord Nyriox's Playground / Re: [TL1] Ember-eater class
« on: March 08, 2017, 01:17:13 am »

Are you suggesting that there is ANY built-in interaction with this particular flag?  Because in the default game, I'm fairly sure this boolean flag is only used in hard-coded form. 

Thanks again,
- Lord Nyriox

I am not at all certain, but if it's a boolean, integer or a float, then Stats would be the first method I'd try (since they're just bools, floats or ints).

The other thing you could try would be rigging it through the UI if there's an option somewhere in there to toggle the Invincible state.  You could make your passive skill toggle the stat, then attach a logic group to an always-on UI element, like the HUD, that toggles the Invincible state on the player when said stat is equal to 1, then turn it off when it's = 0.

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