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Mod Projects => Skills Expansion Mod => Topic started by: Sch123 on September 09, 2017, 02:10:30 AM

Title: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 09, 2017, 02:10:30 AM
Hi, @doudley

I just tried the latest Update from Skills Expansion Mod, why Rapid Fire skill using only one hand ?. Meanwhile, the previous version of the skill uses both hands.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on September 10, 2017, 01:15:06 AM
Sounds like a problem with the skill "finding" the right animation...

P.S. thanks for reposting here Sch123 ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 10, 2017, 08:23:42 AM
Hi, @Phanjam

Quote
Sounds like a problem with the skill "finding" the right animation...

I do not know either, It's just I read the report in Steam that someone reported that the Rapid Fire skill for the Outlander only using one hand. But when I try it, it uses both hands.

After that @doudley updated Skills Expansion to fix the problem and I tried the newest Skills Expansion version. The Rapid Fire skill changes into one hand, not with both hands.

Quote
P.S. thanks for reposting here Sch123 ;)

No problem  ;)

Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on September 10, 2017, 09:46:56 AM
Ok i will include this in my tests tonight
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 16, 2017, 05:18:25 PM
Thanks @Phanjam,  i really appreciate it  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on October 20, 2017, 12:40:21 AM
@Viz or @Phanjam or @ anyone who can help.

It has been reported that the mod "Skills Expansion" causes crashes in Multiplayer.

When a person hosts a game with just this mod active then anyone else who joins will crash the game.

Are there any solutions you are aware of? Anything inside this mod that could crash a multiplayer game?

Several mods are included in this pack including Ch'thon's Armor Fix, General Passives, Tiered Passives and one of Doudley's mods.

The bug could be in any of these mods or even Skills Expansion itself.

Thanks for your time!  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Viz on October 20, 2017, 02:30:09 AM
I have no idea tbh. The mod shouldn't really interfere much with other files.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 22, 2017, 08:06:53 AM
Sorry I've never tried playing multiplayer, so I do not know for sure  :(
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Zayn Malik on November 27, 2017, 05:25:52 PM
I have test your mod in GUTS for a while. It's awesome

I just want to recomment some thing:

1. Can you give some "exact number" on Passive Skills and some Active Skill too? I think the "clear number" is useful with player

2. As I can see that the mod is replacing Default Class, right? I think the answer is Yes

3. It's stupid question [Deleted]

4. I see the new Akimbo Passive have fist weapon requirement but the Berserker don't have that skills, it's not fair  :'(

And do you think about make some dual passive like Akimbo for all dual melee weapon?

5. Is the 52-skill-only just apply for default class? With mod class can we clone the tab and skill to more than 52

I ask this question because the Classy Classes Mod on Steam is like clone all the tab skill into each class and it works.

I want to ask some question personally about the conflict of Classy Mod but I don't think I should ask here

I'm sorry for my bad English!

P/s: I am seeking a Fist-used Class build around the Passive Skills so I am very interested with your Berserker.

P/s 1: I have tried to clone page 5 to page 6 and change the skill to some passive skills, if you want to test just tell me, hmm I do it for personal only...
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on November 28, 2017, 01:13:41 AM
Hi Zayn! For fist-based class u can also try the Far East expansion mod.

Viz has a combo-mod which combined FE1 & 2.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on December 10, 2017, 11:14:45 PM
Hi @doudley

Bug Report:
I found a bug on the passive skill of Blind Mastery, when I have reached Tier 1 then I get Burn by itself and gets worse each Tier (and caused my blood decrease as I changed my weapon and when adding the skill point)

Miss Animation:
When using the Rapid Fire Skill with two pistols and canons, the animation is not quite as appropriate.
Pistol = Using only one hand instead using both hand
Canon = Using hands instead of using Canon
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on December 26, 2017, 02:44:48 AM
Hi @doudley

Bug Report:
I found a bug on the passive skill of Blind Mastery, when I have reached Tier 1 then I get Burn by itself and gets worse each Tier (and caused my blood decrease as I changed my weapon and when adding the skill point)

Miss Animation:
When using the Rapid Fire Skill with two pistols and canons, the animation is not quite as appropriate.
Pistol = Using only one hand instead using both hand
Canon = Using hands instead of using Canon


Hi @Sch123 !!!  ;)

Thank you for responding on bug reports!

Animations are tricky because the Skill reads which hand the Weapon is found which means the Shotgonne functions while the Cannon goes bonkers.

I'm guessing the skills require two different Weapon "reads" (I'm not sure "doudley" knows the answer to this yet).

The Blind Mastery "Burning Hit" Tier Passive is known and will be fixed... when "doudley" feels like fixing it.  :D

It's the Holidays so I'm hoping January will lead to some much needed updates.  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on December 26, 2017, 04:05:16 AM
I have test your mod in GUTS for a while. It's awesome

I just want to recommend some thing:

1. Can you give some "exact number" on Passive Skills and some Active Skill too? I think the "clear number" is useful with player

2. As I can see that the mod is replacing Default Class, right? I think the answer is Yes

3. It's stupid question [Deleted]

4. I see the new Akimbo Passive have fist weapon requirement but the Berserker don't have that skills, it's not fair  :'(

And do you think about make some dual passive like Akimbo for all dual melee weapon?

5. Is the 52-skill-only just apply for default class? With mod class can we clone the tab and skill to more than 52

I ask this question because the Classy Classes Mod on Steam is like clone all the tab skill into each class and it works.

I want to ask some question personally about the conflict of Classy Mod but I don't think I should ask here

I'm sorry for my bad English!

P/s: I am seeking a Fist-used Class build around the Passive Skills so I am very interested with your Berserker.

P/s 1: I have tried to clone page 5 to page 6 and change the skill to some passive skills, if you want to test just tell me, hmm I do it for personal only...

Hello and thanks for your requests here @Zayn Malik !!!  :)

Answer 1 and 2: Yes
The actual total number is a very good request and I will write a Discussion on the Steam Workshop which will provide details like this.
The number is like the original game (120) with some extra from General Skills (12) and the Shared Skills are just clones and New Skills won't be added until the "Second Mod" so the final total is a mere (132) !!! Shocking what happens when we allow Skills to be shared!  :D

Now if you were asking about the total number of Skills "including" cloned Shared Skills and General Skills per Class then the total is (208).  :o
If we ever make the "Second Skills Expansion" then that number will be (240) !!!  ??? or just (156) if counting unique Skills only.

Once again the attack of the clones is strong with this one! (Wait- isn't there a famous franchise that says that)?  ;D

Answer 3:
To Delete or Delete not- there is no try !!!  ;)

Answer 4:  
Fear not!  ;) Both Akimbo and Executioner are almost the same Skill minus the fact one gains Damage on Dual Wield and the other gains Charge.
We merely have to get "doudley" to add Charge to one Skill and DW Damage to the other.
Also the Embermage Class gains the Shared Skills from the Warfare Tree of the Outlander Class thereby accessing Akimbo which further means 3 Classes have a Dual Wield Passive.
I'm okay with the Engineer being left out since it has some powerful options for various Weapon Builds including Dual Wield.

Answer 5:  
All Classes can be modded so even the Default can have more than 52.
It's just a limitation we decided to use for balance and thematic sake however feel free to mod more!

Classy Classes may conflict however since they are separate Classes it may work (I don't know since it needs testing).

Answer Ps_0:  
Wonderful !!! General Skills will help greatly with this goal!  :)

Answer Ps_1:  
I would be more than happy if you desire to post a Link of your mod here! We would be more than happy to welcome your mods and your authority as a modder!  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on January 02, 2018, 02:58:57 AM
Hi @steffire3, @doudley

Can you change the requirements for passive skill "Rampage, Blood Hunger, Blind Mastery" to be for all weapons?  :)

If possible, all passive skill requirements are made to be used for all weapons  :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on January 07, 2018, 03:23:59 AM
@Sch123 Thanks for asking!  :)

I've played these skills again at the hardest maximum levels and I agree that Rampage and Blood Hunger should be opened towards Any Weapon.

The Engineer already has Heal Bot and Hardcore mode would favor this extra heal for Ranged Berserkers when surrounded by foes in Grom's Arena and Tarroch's Tomb.

For these reasons I will ask @doudley to initiate this plan.

= = =

I'm sorry to say I do not favor making Blind Mastery open towards small fast weapons... hard game becomes easy mode with the ultimate crowd control (constant fast blindness and stun) and there is little reason to use Heavy Weapons if we made this happen for Outlanders and also by mod extension the Embermage.

= = =

Some may say the Berserker will become too powerful with this change however it still requires multiple investments (costly ones if playing with only 132 Skill points with two sockets per weapon max with a natural Blind affix and choosing dual wield no shield and taking silence and stun skulls over damage boosts) unlike Blind Mastery where it is the only Skill required for this effect.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on January 07, 2018, 03:34:36 AM
Thank you for answering my request.
I'm happy if Rampage and Blood Hunger skills can be changed for all weapons.
For Blind Mastery skill is fine, the most important thing is to fix Burning Buff Bug. Very annoying if we get attacked by our own skill. :P
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on July 30, 2018, 09:02:38 AM
Hi @doudley, @steffire3 

- There are a few on Skill Expansion that need to be fixed and added something.
Bug & More
Embermage

Icy Blast (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Shockbolt (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Prismatic Rift

- Instead of teleporting an opponent it's better to teleport the player if he's dying.

Oullander

RapidFire (Active Skill)

- The animation looks incompatible with all Range weapons (Cannon, Xbow, Bow, Shotgun, Pistol, Wand).
- Animation seen only use one hand only when using dual wilding weapon (Dual Pistol, Dual Wand).

Venomous Hail (Active Skill)

- The animation looks incompatible with Range weapons (Cannon, Xbow, Shotgun, Pistol, Wand). Only suitable for Bow only.

BlindMastery (Pasif Skill)

- At Tier 3 players are still get burn by fire damage

Long Range Mastery (Passive Skill)

- Can you add effect "% Chance to Break Shields"
- Can you add effect "% Less All Enemy Armor for 4 seconds"

Berserker

Blood Hunger (Passive Skill)

- Can be made to be used for all types of weapons

Rampage (Pasif Skill)

- Can be made to be used for all types of weapons

Engineer

BlastCannon (Active Skill)

- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only

Fusillade (Active Skill)

- The animation looks incompatible with Shotgun’s weapons. Only suitable for Cannon only

Ward of Board (Passive Skill)

- Can you add the "1-15% Chance to Block" effect
- Can you add the effect "1-15% Knock Back Resistance"
- Can you add the effect of "1-15% Reflected Damage"

General Skill

Offensive Mastery

- Can you add effect "- Requirement level for equip Melee Weapon"
- Can you add effect "- Requirement level for equip Range Weapon"

Defensive Mastery

- Can you add effect "- Requirement level for equip Armor & Accessory”
- Can you add effect "- Requirement level for equip Shield”

Magical Mastery

- Can you add effect "- Requirement level for learn Spell / Magic Scroll”

Luck Mastery

- Can you add effect “+% Fame that can be obtained"

Health Mastery

- Can you add "+% effective effect using HP potion"

Mana Mastery

- Can you add "+% effective effect using MP potion"

- Is it possible to add more skills such as "Added Skills for Engineers (https://steamcommunity.com/sharedfiles/filedetails/?id=150938627)". If it can be very good if it can be applied to all classes (2 Additional Skills to be included on each skill tree to make 12 skills in total). :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on August 04, 2018, 12:00:10 AM
@Sch123 Thank you so much for caring to test and post your findings and requests regarding this mod and all the mods you cherish! Highly appreciated!  :)

I have a request for you! @Sch123 Would you like to list a series of "New Added Skills" that you would like to see for the classes? Engineer has those Added Skills that could be inserted and edited from Doudley's other mod however the other 3 classes have nothing so far.

Should we give Warfare the Poison Brand for Embermage and Outlander? Should Elementals be an option to Summon? Should Enemy Skills be made available if possible?

Also if someone else made an Alternative version of this mod then would you be happy to have two versions to choose from?

I admit this is all hypothetical until a modder or more decides to fix and finish what was started.  :D
At least we can extend the list of requests for when that happens!  ;D

Thanks for your consideration!  ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on August 04, 2018, 09:01:00 AM
@Sch123 Thank you so much for caring to test and post your findings and requests regarding this mod and all the mods you cherish! Highly appreciated!  :)
You're welcome, I'm happy to help even if it's just a little. :D
Quote
I have a request for you! @Sch123 Would you like to list a series of "New Added Skills" that you would like to see for the classes? Engineer has those Added Skills that could be inserted and edited from Doudley's other mod however the other 3 classes have nothing so far.
Of course. Give me time to think about the skill idea.
If not you don't mind maybe I'll take the idea of skills from several Mod classes.  :P
Quote
Should we give Warfare the Poison Brand for Embermage and Outlander? Should Elementals be an option to Summon? Should Enemy Skills be made available if possible?
That's good if Embermage is given Warfare the Poison Brand will fit the theme 4 Element. But for Outlander, Because not all skills contain Poison I'm not sure. So, I don't think it needs to be changed because Warfare is part of Outlander and Share skill for Embermage.

I also think it's good if Elemental summon is included for the Embermage class, because it still fits with the theme.
Quote
Also if someone else made an Alternative version of this mod then would you be happy to have two versions to choose from?
I can't determine which version I will choose because I haven't tried it yet. ;D
Quote
I admit this is all hypothetical until a modder or more decides to fix and finish what was started.  :D
At least we can extend the list of requests for when that happens!  ;D
Yeah, I also hope this Mod can be completed. :)
Quote
Thanks for your consideration!  ;)
No problem.  ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on August 05, 2018, 03:35:53 AM
Hi @doudley , @steffire3

Here are some ideas for "New Added Skills" for the Vanilla Class.

"New Added Skills"
New Added Skills

Embermage

Inferno [Share to Outlander]
   ⁃   Guardian of Fire: Summon Fire Elemental [Active Skill]
   ⁃   Flame Armor: Chance to reflect enemy attacks and hurt them with Fire damage. [Passive Skill]

Frost [Share to Berserker]
   ⁃   Guardian of Ice: Summon Ice Elemental [Active Skill]
   ⁃   Frozen Armor: Chance to reflect enemy attacks and hurt them with Ice damage. [Passive Skill]

Storm [Share to Engineer]
   ⁃   Guardian of Lightning: Summon Lightning Elemental [Active Skill]
   ⁃   Lightning Armor: Chance to reflect enemy attacks and hurt them with Lightning damage. [Passive Skill]

Note:
   •   Alternative Summon Guardian of Elemental ›› Summon Elemental Drake Dragon.
   •   Alternative Elemental Armor to Reflect attacks ›› Absorb 10% of element attacks into MP.

Outlander

Warfare [Share to Embermage]
   ⁃   Guardian of Poison: Summon Poison Elemental [Active Skill]
   ⁃   Poison Gas | Idea from [Assassin - Choking Bomb]: Throw a poison gas bomb [Active Skill]

Lore
   ⁃   Root of Death | Idea from [Druid - Poisonous Vine] [Active Skill]
   ⁃   Root of Life | Idea from [Druid - Rot Vine] [Active Skill]

Sigil
   ⁃   Spirit of Death | Idea from [Plaguelord - Oppression]: Surrounded by spirits, Enemies near us will get physical damage + -armor [Passive Skill]
   ⁃   Pool of Death | Idea from [Necromancer - Death Pact]: Skill area, enemies in the area will get poison damage + slow [Active Skill]

Berserker

Hunter
   ⁃   Phantom Strike | Idea from [Ninja - Shunpo] [Active Skill]
   ⁃   Phantom Slash | Idea from [Ninja - Shadow Slash] [Active Skill]

Tundra
   ⁃   Thunder Strike | Idea from [Ninja - Thunder Clap] [Active Skill]
   ⁃   Storm Vortex | Idea from [Preacher - Vorthex] [Active Skill]

Shadow
   ⁃   Guardian of Darkness | Idea from [Tenebris - Wolf Pack]: Summon Werewolf [Active Skill]
   ⁃   Blood Lust | Idea from [Plaguelord - Necrophage]: Consume the corpses to gain some HP + Armor [Passive Skill]

Engineer

Blitz
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Blast Hammer [Active Skill]
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Sticky Bombs [Active Skill]

Construction
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill] But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.

Aegis
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Vortex Time Bomb [Active Skill]
   ⁃   Shield of Gaia: Active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal  [Passive Skill]

Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 01, 2018, 03:46:14 PM
Hi @doudley

Will you fix bug & improve Skill Expansion (http://torchmodders.com/forums/skills-expansion-mod/skills-expansion-bugs-report/msg9444/#msg9444)? :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 02, 2018, 10:48:13 AM
@Sch123 Congrats on the list of New Skills to add! This is way better than the list I had before! Well done!  :o

One step taken, one step closer to our goal!  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on September 02, 2018, 01:19:36 PM
@Sch123 @steffire3
First of all, I regret not being able to finish up this mod project. Most of the concerns posted here I just read today.

Maybe I should hand this mod project over to another?

I clearly don't have time to make more modification, specially to Skills Expansion mod.

Or...

Here's my proposal:

I can help coding the .dat files via notepad but I won't be the one to upload on Steam Workshop anymore. I can also do the UI editing works whenever I got time during weekends/holidays.

What do you guys think?


Also can some one send me the unpacked files of the Armor Fix Fixed? http://torchmodders.com/forums/mod-showcase/armor-fix-fixed/
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 03, 2018, 03:29:13 AM
Steam allows uploads based on who uploads it. Anyone else is only allowed to be a Contributor and can't touch the upload process.

I or someone else will have to upload it as a second mod on Steam which is good with me since this will be the Finalized version and our previous upload will be labeled as a Draft or Beta.

However I am already maintaining Steam uploads for Viz so I will gladly upload your fixes and continuation for this mod too @doudley  :)

I can take responsibility for this second group of proposed uploads since I was the one who pushed for this mod to exist even down to the early details before anyone else knew about it as a concept.

I already have a list of requests for fixes on Steam for this mod which I will place in a Spoiler here:

Spoiler
(1)
Berserker's Blood Hunger and Rampage must be made available for All Weapons.

= = =

(2)
Outlander's Akimbo needs Charge Gain (2-30%) and Berserker's Executioner needs Dual Wield Damage Bonus (2-30%).

= = =

(3)
Rearranging of 3 Passive Tier Skills:
Cold Storm Mastery = Physical, Ice, Electric.
Elemental Cunning = Physical, Poison, Fire.
Fire Force Spark = Physical, Fire, Electric.

Tier 1: 5% Damage Reductions. Tier 2: 10% Chance Nearby Foes Afflicted with Effect. Tier 3: +100 Damage Types. All these are limited to their respective Elements.

= = =

(4)
Fix issue with the Berserker's Damage Reduction from the "Armor Fix" mod.
After reaching 1000 Armor the % gets stuck at 45% after maxing Vitality and Defense Masteries.
None of the other Classes have any issues which leaves Berserker with a severe vulnerability against high leveled Elite foes.

= = =

(5)
Engineer:
Construction Tree Skill: Fire and Spark:
Rename as: Fire Force Spark:

"The Spark to gain energy from Fire, and Force to recycle things."

= = =

(6)
Loss Mastery: Frost Skills

-1-15% Elemental Armor Reduced for 3 seconds.

Tiers:

Physical Armor Reduced by
-5%,
-10%,
and -15% for 3 seconds.

= = =

(7)
Add these Chances to these Brands:

Fire Brand: 2-30% Meteor Strike.

Ice Brand: 2-30% Glacial Spike.

Electric Brand: 2-30% Thunder.

= = =

( 8 )
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.

= = =

(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).

= = =

(10)
"Fusilade" needs to be made spammable for the Shotgonne.

= = =

(11)
Blind Mastery: Tier Bonus 2 and 3 give +15-30% Ranged Damage Bonus, would like this changed to "Secondary Damage" which would help Splash Damage of all it's Two Hand Short Ranged Weapons.

= = =

(12)
Tested "Blind Mastery" and I can confirm that "Burning Hit" which is a tier reward from Tiered Passives is currently suicidal when moving gear from clothing slots.

It inflicts the Player with a 5 second Burn and it makes changing clothes very dangerous for Hardcore Players.

It does not activate during hits in battle which also makes it useless.

I recommend replacing this Tier Bonus with a different and functional Affix like Inflict 50-750 Physical Damage over 5 seconds.

(13)
New Request:

Engineer Skills:

Blast Cannon
and
Fusillade.

Blast Cannon:
Renamed to:
Blast Missile.

Fusillade:
Renamed to:
Rocket Barrage.

=

Reason:

Allow both of these Skills access from these weapons (All Ranged Weapons):

Cannon
Shotgonne

NEW:

Bow
Crossbow
Pistol
Wand

=

Animations:

Use Rapid Fire or Venom Hail from the Outlander or hack together something so the Skill can at least activate.

Whether it solves or fails the issue from a slowly animated Fire Barrage (Fusillade) is something I'm willing to live with.

= = =

(14)
I have a request from another player "Sch123" on the Torch Modder Forums:

We have Frost Phase for both Embermage and Berserker so I ask to add a "Tier 3" 50% Chance for Player to randomly Teleport for 7 meters if Hit for 3 seconds (if possible only when below 60% Health) with that Skill since Player already teleported and doing it again randomly makes sense because it's giving an Escape Skill an Escape Effect.

= = =

(15)
Engineer class:
"Ward of Board":

Add:

1-15% Chance to Block,
1-15% Knock Back Resistance,
1-15% Reflected Damage.

= = =

(16)
Long Range Mastery:

Explain in Description that the Ranged Damage boost does apply to Cannons and Shotgonnes.

Add to Tiers: "5-15% Chance to Break Shields"
and "1-3% Less All Enemy Armor for 4 seconds".


I am a very patient person... I've waited 2 to 3 years to see many mods become reality and I can easily stay faithful to this project's updates again!  :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on September 03, 2018, 04:03:42 AM
@steffire3
Yes that is what I meant, someone will have to upload the new Skills Expansion mod, I really hope it would be you. To make it a major difference with my upload, this version will have the additional skills (Phase 3). Let's try to formulate references for the additional skills mentioned by @Sch123 for Berserker, Embermage, and Outlander.

And could you unpack mods using GUTS? We need the armor fix fixed version and skill references from other class mods.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 03, 2018, 05:56:50 AM
@steffire3 , @doudley

I'm glad this problem can be solved, and also I'm glad to hear Skill Expansion Mod can be developed further. :)

Sorry I can't help much, especially regarding GUTS. I can only help test mods and provide input / ideas. :(
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 03, 2018, 07:10:14 AM
@steffire3
Yes that is what I meant, someone will have to upload the new Skills Expansion mod, I really hope it would be you. To make it a major difference with my upload, this version will have the additional skills (Phase 3). Let's try to formulate references for the additional skills mentioned by @Sch123 for Berserker, Embermage, and Outlander.

And could you unpack mods using GUTS? We need the armor fix fixed version and skill references from other class mods.


@Sch123 : As always! We appreciate all the testing, planning and gathering you do... you are one of the best we have and can speed up the process greatly.  :)

@doudley : Yes, I am your Uploader.  :D

Once I read the basic instructions I will be able to unpack mods easily.

Where is the updated Armor Fix mod located (I assume this solves the Berserker's lack of Damage Reduction)?

By Skill References I assume this means I go get that mod Class and unpack it to check it's Skill details? Should I learn how to keep the Skill Tags from breaking?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on September 03, 2018, 08:40:29 AM
Maybe for the meantime, we stay clear of class mods that cause missing tags error.

If you guys have an idea where these "Proposed additional skills by Sch123" may seem similar on other class mods? We may able to use those skills for our own improvisation or perhaps we directly copy from them (of course with permission).

Due to my current state, I may not have a chance to create original stuff for this mod and that is why my propose plan is for "us" to get ideas or directly copy from other mods.
//// Unless someone can give us the skills we need ////
...All of these, of course, just to make the skill trees complete. With each class having 45 native skills + the 12 (+3 when added skills are applied) shared skills steffire3 and I already implemented in the mod.

And if there will be issues, we will just replace that additional skill(s).

The important thing here is to complete the trees.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 03, 2018, 06:51:03 PM
@doudley : I propose that we start with one class at a time... obviously your Extra Engineer Skills mod is an easy first choice. I would like that Added Shield Skill "Charged Shock" to be changed over to an easy in game Affix edit of "2-30% Chance to Heal All Health when hit" as I believe @Sch123 mentioned above as I also would find that far more useful for defensive tanks than what the current Skill offers.

As for the other 3 classes I propose that we make this easy on ourselves by sourcing all our Added Skills from one mod: TL2-E Conversion by Corley on Steam.
He already has 3 new classes that parallel the original three quite well... Sorcerer, Assassin and Barbarian. Provided if we get his permission of course.  

Out of curiosity is it per Class: 30 Native, 10 (+2 Added) Shared, 12 General and 6 Added to total 60 Skills to choose from?

One of the reasons I enjoy this mod's goal so much is that it effectively doubles (maybe triples if weapon Skill freedoms are considered) Build potential for the original four classes allowing players to reconsider just how good the vanilla classes can really be when enhanced!  :D

= = =

Can we consider these changes to the Outlander's Native Skill numbers and affixes?
https://steamcommunity.com/sharedfiles/filedetails/?id=137690832&searchtext=shadowling

Consider these changes to the Outlander Native Skills yet avoid the "Master of the Elements" in this mod since I appreciate our version more:
https://steamcommunity.com/sharedfiles/filedetails/?id=136476423&searchtext=shadowling

Can we extract these Outlander Shadowling improvements from this mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=137379192&searchtext=shadowling

Can we use this mod to make Shadowlings immune to the very destructive Shock Effect?
https://steamcommunity.com/sharedfiles/filedetails/?id=1418852378&searchtext=shadowling

Outlander's Rapid Fire Skill now activates Health Steal Gems from Weapons:
https://steamcommunity.com/sharedfiles/filedetails/?id=136620694&searchtext=berserker

= = =

Decent rebalance for the Berserker's Native Skills:
https://steamcommunity.com/sharedfiles/filedetails/?id=141076636&searchtext=berserker

Life and Mana Steal added to the Berserker Native Skill: Ravage:
https://steamcommunity.com/sharedfiles/filedetails/?id=275384480&searchtext=berserker
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on September 04, 2018, 06:58:40 AM
@doudley : I propose that we start with one class at a time... obviously your Extra Engineer Skills mod is an easy first choice. I would like that Added Shield Skill "Charged Shock" to be changed over to an easy in game Affix edit of "2-30% Chance to Heal All Health when hit" as I believe @Sch123 mentioned above as I also would find that far more useful for defensive tanks than what the current Skill offers.
So, we will add the Chance to Heal all Health effect with Shield Shock Skill?

As for the other 3 classes I propose that we make this easy on ourselves by sourcing all our Added Skills from one mod: TL2-E Conversion by Corley on Steam.
He already has 3 new classes that parallel the original three quite well... Sorcerer, Assassin and Barbarian. Provided if we get his permission of course.  
This is great! We should start getting permission. We should also keep in mind that we need to modify the skills description to better suite the vanilla classes.

Out of curiosity is it per Class: 30 Native, 10 (+2 Added) Shared, 12 General and 6 Added to total 60 Skills to choose from?
Oh yeah, I forgot about the general skills. So, it would be:
Skill Set# of Skills
Set A15
Set B15
Set C15
Shared15
General15
Total75

Also, no need to ask for my permission.

You are the one who manages the mod now, I'll be just your coder. If you want something incorporated into the mod, you just need to give me the unpacked files of your reference and I'll try if I can make the modification.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 04, 2018, 01:56:29 PM
Speaking of which, the skill idea that I got mostly came from the class in Variant Class & FEP +, where the class was given permission to use. Maybe it's not problematic if it is used partially for Expansion Mod Skills. :)

And there is a slight change in "Artillery" skill.
Spoiler
- Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill] But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.



Skills Expansion

Bug & More
Embermage

Icy Blast (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Shockbolt (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Prismatic Rift

- Instead of teleporting an opponent it's better to teleport the player if he's dying.

Oullander

RapidFire (Active Skill)

- The animation looks incompatible with all Range weapons (Cannon, Xbow, Bow, Shotgun, Pistol, Wand).
- Animation seen only use one hand only when using dual wilding weapon (Dual Pistol, Dual Wand).

Venomous Hail (Active Skill)

- The animation looks incompatible with Range weapons (Cannon, Xbow, Shotgun, Pistol, Wand). Only suitable for Bow only.

BlindMastery (Pasif Skill)

- At Tier 3 players are still get burn by fire damage

Long Range Mastery (Passive Skill)

- Can you add effect "% Chance to Break Shields"
- Can you add effect "% Less All Enemy Armor for 4 seconds"

Berserker

Blood Hunger (Passive Skill)

- Can be made to be used for all types of weapons

Rampage (Pasif Skill)

- Can be made to be used for all types of weapons

Engineer

BlastCannon (Active Skill)

- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only

Fusillade (Active Skill)

- The animation looks incompatible with Shotgun’s weapons. Only suitable for Cannon only

Ward of Board (Passive Skill)

- Can you add the "1-15% Chance to Block" effect
- Can you add the effect "1-15% Knock Back Resistance"
- Can you add the effect of "1-15% Reflected Damage"

General Skill

Offensive Mastery

- Can you add effect "- Requirement level for equip Melee Weapon"
- Can you add effect "- Requirement level for equip Range Weapon"

Defensive Mastery

- Can you add effect "- Requirement level for equip Armor & Accessory”
- Can you add effect "- Requirement level for equip Shield”

Magical Mastery

- Can you add effect "- Requirement level for learn Spell / Magic Scroll”

Luck Mastery

- Can you add effect “+% Fame that can be obtained"

Health Mastery

- Can you add "+% effective effect using HP potion"

Mana Mastery

- Can you add "+% effective effect using MP potion"

"New Added Skills"
New Added Skills

Embermage

Inferno [Share to Outlander]
   ⁃   Guardian of Fire: Summon Fire Elemental [Active Skill]
   ⁃   Flame Armor: Chance to reflect enemy attacks and hurt them with Fire damage. [Passive Skill]

Frost [Share to Berserker]
   ⁃   Guardian of Ice: Summon Ice Elemental [Active Skill]
   ⁃   Frozen Armor: Chance to reflect enemy attacks and hurt them with Ice damage. [Passive Skill]

Storm [Share to Engineer]
   ⁃   Guardian of Lightning: Summon Lightning Elemental [Active Skill]
   ⁃   Lightning Armor: Chance to reflect enemy attacks and hurt them with Lightning damage. [Passive Skill]

Note:
   •   Alternative Summon Guardian of Elemental ›› Summon Elemental Drake Dragon.
   •   Alternative Elemental Armor to Reflect attacks ›› Absorb 10% of element attacks into MP.

Outlander

Warfare [Share to Embermage]
   ⁃   Guardian of Poison: Summon Poison Elemental [Active Skill]
   ⁃   Poison Gas | Idea from [Assassin - Choking Bomb]: Throw a poison gas bomb [Active Skill]

Lore
   ⁃   Root of Death | Idea from [Druid - Poisonous Vine] [Active Skill]
   ⁃   Root of Life | Idea from [Druid - Rot Vine] [Active Skill]

Sigil
   ⁃   Spirit of Death | Idea from [Plaguelord - Oppression]: Surrounded by spirits, Enemies near us will get physical damage + -armor [Passive Skill]
   ⁃   Pool of Death | Idea from [Necromancer - Death Pact]: Skill area, enemies in the area will get poison damage + slow [Active Skill]

Berserker

Hunter
   ⁃   Phantom Strike | Idea from [Ninja - Shunpo] [Active Skill]
   ⁃   Phantom Slash | Idea from [Ninja - Shadow Slash] [Active Skill]

Tundra
   ⁃   Thunder Strike | Idea from [Ninja - Thunder Clap] [Active Skill]
   ⁃   Storm Vortex | Idea from [Preacher - Vorthex] [Active Skill]

Shadow
   ⁃   Guardian of Darkness | Idea from [Tenebris - Wolf Pack]: Summon Werewolf [Active Skill]
   ⁃   Blood Lust | Idea from [Plaguelord - Necrophage]: Consume the corpses to gain some HP + Armor [Passive Skill]

Engineer

Blitz
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Blast Hammer [Active Skill]
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Sticky Bombs [Active Skill]

Construction
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill] But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.

Aegis
   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Vortex Time Bomb [Active Skill]
   ⁃   Shield of Gaia: Active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal  [Passive Skill]

Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 05, 2018, 03:00:01 AM
@doudley : Yes. Shield Shock with the added Chance to Full Heal.

Wonderful! I will go ask Corley.

Very good notes that I will consider once we know which Skills will be used.

Thanks again for this arrangement!  :o

@Sch123 : I will also keep your requests for the Variant / FEP+ Skills in mind. I will ask the respective class authors since this is a different mod project and they may wish to be informed.  :)

I request that you post some pictures of the Skills you have requested in action possibly also Skills that fulfill similar roles from TL2-E? That way we can have a comparison to choose from and make the best decision.

I believe Icy Claw the Steam modder did build a mod that fulfills almost exactly what you are requesting for the Embermage... another possible option would be the Sorcerer Skills from TL2-E mod.

https://steamcommunity.com/sharedfiles/filedetails/?id=144951431&searchtext=embermage
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on September 05, 2018, 04:59:27 AM
And there is a slight change in "Artillery" skill.
Spoiler
- Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill] But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.
This is manageable. I can get the data from Variant Classes.

But to be clear, are we talking about the unit's animation or just it's skill's particle effects?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 05, 2018, 10:33:33 AM
@steffire3
Speaking of classes in TL2-E, can you also ask permission to be combined into Mod Variant. Because I hope the class can be added to the Variant Mod, I love the idea of class there especially the Dark Sorcerer class. So later if Viz agreed to add those classes, it has received permission from Author. :)

@steffire3 , @doudley
Can you add Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod to the Skill Expansion Mod. ;D

There is something I want to ask, there are 6 New Added Skills for each class, so there are 24 New Added Skills in total.

- Does the New Added Skill in each class have to must have at least 1 Passive Skill?
- Can it provide more than 1 New Added Passive Skill?

Because in Embermage all the skills are shared with the other three classes, so I'm a little hesitant to only give 1 Passive Skill. But if I don't give Passive Skill I feel unfair.

So later in each class will have [My Version]:
Skill
Embermage
Normal Active Skill: 21
Normal Passive Skill: 9

New Added Active Skill: 3
New Added Passive Skill: 3

Got Shared Active Skill: 9
Got Shared Passive Skill: 3

Total Active Skill: 33
Total Passive Skill: 15

General Skill: 12
 
Total All Skill: 60

Outlander
Normal Active Skill: 21
Normal Passive Skill: 9

New Added Active Skill: 5
New Added Passive Skill: 1

Got Shared Active Skill: 8
Got Shared Passive Skill: 4

Total Active Skill: 34
Total Passive Skill: 14

General Skill: 12
 
Total All Skill: 60

Engineer
Normal Active Skill: 21
Normal Passive Skill: 9

New Added Active Skill: 5
New Added Passive Skill: 1

Got Shared Active Skill: 8
Got Shared Passive Skill:1

Total Active Skill: 34
Total Passive Skill: 14

General Skill: 12
 
Total All Skill: 60

Berserker
Normal Active Skill: 21
Normal Passive Skill: 9

New Added Active Skill: 5
New Added Passive Skill: 1

Got Shared Active Skill: 8
Got Shared Passive Skill: 1

Total Active Skill: 34
Total Passive Skill: 14

General Skill: 12
 
Total All Skill: 60

New Added Skills V2

New Added Skills V2

Embermage

Inferno [Share to Outlander]

  ⁃   Idea from [Ritual Summoning]
Guardian of Fire: Summon Fire Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Fire Stone: When using this skill you & your pet get blessing from Fire Guardian, the enemy around will be Burned by Fire aura. Activating this skill will remove the effects of Ice Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Fire Shard [%Chance to reflect enemy attacks with Fire element]
Fire Barrier [%Chance to absorb Fire attacks into MP]

Effect for Pet:
Fire Fang [Fire damage to enemy]
Fire Spirit [+Give Fire armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Critical Hit Chance & Silent
Tier III Bonus: +%Chance to Summoning a Small Fire Guardian that will explode on it's target

Frost [Share to Berserker]

  ⁃   Idea from [Ritual Summoning]
Guardian of Ice: Summon Ice Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Ice Stone: When using this skill you & your pet get blessing from Ice Guardian, the enemy around will be Freeze by Ice aura. Activating this skill will remove the effects of Fire Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Ice Shard [%Chance to reflect enemy attacks with Ice element]
Ice Barrier [%Chance to absorb Ice attacks into MP]

Effect for Pet:
Ice Fang [Ice damage to enemy]
Ice Spirit [+Give Ice armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to slow Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Ice Guardian that will explode on it's target

Storm [Share to Engineer]

  ⁃   Idea from [Ritual Summoning] Guardian of Lightning: Summon Lightning Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Lightning Stone: When using this skill you & your pet get blessing from Lightning Guardian, the enemy around will be Shock by Lightning aura. Activating this skill will remove the effects of Ice Stone & Fire Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Lightning Shard [%Chance to reflect enemy attacks with Lightning element]
Lightning Barrier [%Chance to absorb Lightning attacks into MP]

Effect for Pet:
Lightning Fang [Lightning damage to enemy]
Lightning Spirit [+Add Lightning armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to stun Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Lightning Guardian that will explode on it's target

Outlander

Warfare [Share to Embermage]

  ⁃   Idea from [Ritual Summoning]

Guardian of Poison: Summon Poison Elemental [Active Skill]

  ⁃   Idea from [Assassin TL2-E - Poison Globe]

Poison Bomb: Throw a poison gas bomb [Active Skill]

Lore

  ⁃   Idea from [Druid - Poisonous Vine] Root of Death [Active Skill]

  ⁃   Idea from [Druid - Rot Vine] Root of Life [Active Skill]

Sigil

  ⁃   Idea from [Plaguelord - Oppression]

Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill]

 ⁃   Idea from [Necromancer - Death Pact]

Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill]


Berserker

Hunter

   ⁃   Idea from [Ninja - Shunpo] Phantom Strike [Active Skill]

   ⁃   Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill]

Tundra

   ⁃   Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill]

   ⁃   Idea from [Preacher - Vorthex] Storm Vortex [Active Skill]

Shadow

   ⁃   Idea from [Tenebris - Wolf Pack]

Guardian of Darkness: Summon Werewolf [Active Skill]

   ⁃   Idea from [Plaguelord - Necrophage]

Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill]


Engineer

Blitz

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Blast Hammer [Active Skill]

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Sticky Bombs [Active Skill]

Construction

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]

But change flame shooting animation with skill "Fire Eater" from the Double Agent Class.

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill]

But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.

Aegis

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Vortex Time Bomb [Active Skill]

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]

I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]


I slightly changed the list of New Added Skills. More details can be seen below.

I'm still not satisfied with the New Added Passive Skill especially on Embermage Class. I feel something is wrong, but I don't know what it is.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 06, 2018, 04:03:02 AM
@doudley : Well I do like how that Dread Pirate Skill performs so if you feel that changing the way it operates is feasible (I think Animation which Sch123 mentioned affects Attacks?) then yes otherwise just the Particles will do.

I will unpack mods once I can confirm the positions of Corley, Sch123 and Icy Claw on this project and which Added Skills are completely agreed.

@Sch123 : I'm waiting for Corley's reply... I'll give him 7 days. Otherwise we do have Variant Classes whose permission we have for certain Skills.

Some of Corley's Classes are in a good spot to transfer over for Variant like the Sorcerer and possibly Assassin however the Barbarian needs a female version.

Very good work on the info here and the PDF file provided, thanks!

I see your point on the Embermage so I have checked Icy Claw again and found some Active Passives that are suitable for the Shared Skills equally along with his Ritual Summons.

Spoiler
https://steamcommunity.com/sharedfiles/filedetails/?id=138057201&searchtext=embermage
https://steamcommunity.com/sharedfiles/filedetails/?id=138990253&searchtext=embermage
I recommend that Frigid Forms 2nd Tier be 30% Chance to cast Glacial Spike to stay consistent with the theme

I couldn't find a long Active Passive Fire Skill so I will consider Drewrobi's Monk Passive:
Solar Wind:
Apply extra fire damage to burning enemies
https://steamcommunity.com/sharedfiles/filedetails/?id=572727300&searchtext=monk
= = =
https://steamcommunity.com/sharedfiles/filedetails/?id=146747116&searchtext=embermage
This is to improve Embermage Native Frost Phase.
= = =
https://steamcommunity.com/sharedfiles/filedetails/?id=139978726&searchtext=embermage
Found something that might benefit Engineer and Embermage
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 06, 2018, 06:54:28 AM
Hi @steffire3

I got a good idea for Passive skills for Embermage. As you suggest it is better to use passive-active skills or in other words Toggle skills. So there will be no obstacle for all. Therefore Berserker, Outlander, & Engginer classes, you will get one Toggle skill from Embermage shared skills.

Here's the idea of Toggle the skills I have:

In this Toggling skill not only you will get the effect of this skill, but your pet will also get the effect. Therefore the effect will be divided into effects for Players & effects for Pet. I feel a lack of attention for Pet, because of that, this idea emerged. And for the bonus Tier level it affects both. :D


Toggle Skill
⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Fire Stone: When using this skill you & your pet get blessing from Fire Guardian, the enemy around will be burned by Fire aura. Activating this skill will remove the effects of Ice Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Fire Shard [%Chance to reflect enemy attacks with Fire element]
Fire Barrier [%Chance to absorb Fire attacks into MP]

Effect for Pet:
Fire Fang [Fire damage to enemy]
Fire Spirit [+Give Fire armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Critical Hit Chance & Silent
Tier III Bonus: +%Chance to Summoning a Small Fire Guardian that will explode on it's target

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Ice Stone: When using this skill you & your pet get blessing from Ice Guardian, the enemy around will be Freeze by Ice aura. Activating this skill will remove the effects of Fire Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Ice Shard [%Chance to reflect enemy attacks with Ice element]
Ice Barrier [%Chance to absorb Ice attacks into MP]

Effect for Pet:
Ice Fang [Ice damage to enemy]
Ice Spirit [+Give Ice armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to slow Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Ice Guardian that will explode on it's target

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Lightning Stone: When using this skill you & your pet get blessing from Lightning Guardian, the enemy around will be Shock by Lightning aura. Activating this skill will remove the effects of Ice Stone & Fire Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Lightning Shard [%Chance to reflect enemy attacks with Lightning element]
Lightning Barrier [%Chance to absorb Lightning attacks into MP]

Effect for Pet:
Lightning Fang [Lightning damage to enemy]
Lightning Spirit [+Add Lightning armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to stun Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Lightning Guardian that will explode on it's target

I also updated the file in PDF, you can see more clearly there. ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 06, 2018, 09:21:47 PM
@Sch123 : Very good idea! Since Elemental Tornados are not easily accessible in game unless a Skill has been developed to summon them, would you consider Chances to Meteor, Glacial Spike and Thunder?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 06, 2018, 10:36:25 PM
I believe there are skills that are similar to that effect, if I'm not mistaken the passive skill "Wand Chaos" on Embermage.
I got another idea from the "Ordeal of Sacrifice" Ritual Summoning Mod that "Summoning a Small Guardian that will explode on it's target". What if this is a substitute for a tornado? :)

And the guardian elemental that is called depends on blessing of the Elemental Guardian you get. ;D

Elemental 🔥 for blessing from fire Guardian
Elemental ❄️ for blessing from ice Guardian
Elemental ⚡️ for blessing from lightning Guardian
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 06, 2018, 11:38:53 PM
@Sch123 : Sounds good on the exploding summons! In fact the Wand Chaos contains Meteor, Glacial and Thunder so it matches well!  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 24, 2018, 12:22:30 AM
@doudley @Sch123 I got IcyClaw's permission to use his mods for this project!  ;)
https://steamcommunity.com/sharedfiles/filedetails/?id=138057201&tscn=1537647787

This opens up good potential for the Embermage now.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on September 26, 2018, 10:57:16 AM
Thanks @steffire3 , That's great news. :)

By the way, is there news from @doudley ?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 26, 2018, 09:43:40 PM
@Sch123 :

I haven't heard anything from Doudley however it's not the first time he has disappeared and I'm certainly on board this project.
I will proceed with the plan. We just need someone who is more available if necessary. I'll give Doudley two months however we now start finding ourselves a back up modder since I'll be posting the project over on Steam so there won't be an issue with what number of whomever works on this. The project is open to anyone who can improve it.  ;)

Corley gave me an unrelated (very enjoyable alternate project! :D) response so that mod is off the table therefore I will proceed with your source plan @Sch123 for the Skills as you wanted :)

I still want to overview these Skills myself personally in game (i.e. thanks for your your wonderful PDF file!) and compare them to what other options exist inside Variant Classes for the Added Skills.

The vanilla skill edit mods are definitely high in my interest like Icy Claw's work.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on September 26, 2018, 11:35:58 PM
Nice to see you are husbanding this project @steffire3 ;)

As usual, if u need tips and advice for your editing, just ask!
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on September 28, 2018, 08:01:56 AM
Thanks so much @Phanjam !!

Doudley helped deliver the mod from it's birth when it was growing inside a Steam discussion and Sch123 fed it great meals!  :D

I'm sure I will have questions however for now I will await your review of the Aura Berserker Edit mod since it's one of the few mods that puzzles me as the functionality has never been solidly confirmed by it's Steam users to not be buggy.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 04, 2018, 01:32:28 AM
@steffire3 Good job on acquiring permission, only need is the extracted mod files for us to incorporate it in Skills Expansion mod.

@Sch123 I've been responding on steam workshop comments from time to time. I actually thought I lost you guys.

PROGRESS UPDATE:

1) Permission for an additional skill, already acquired

2) Preparation of the original mod files for Skills Expansion and Added Skills for Engr mods, already set

3) Dread Pirate's Cannon Ball missile & particle already been linked to Artillery skill, need tests if appropriate

4) Alternate Outfits mod - if it is good with steffire3 then I only need the mod files so that I can incorporate it


PLAN OF WORK:

1) Complete skill trees w/ additional skills (Need GUTS)

2) Incorporate proposed changes to current mod files (Notepad)

3) Build mod (c/o steffire3), test & feedback mod (c/o sch123 & steffire3)


SCHEDULE:
- Coding w/ notepad: Friday-Saturday
- Modding w/ GUTS: Sundays (When possible)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 04, 2018, 03:49:43 AM
This is good news, I'm also ready to do the testing & feedback. ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on October 04, 2018, 08:17:33 AM
@doudley I gladly approve of the Alternate Outfits mod! :)

Should I also open that mod and send it's Media file? Should I use Google Shared Docs for this stuff, Email it or use some other shared file service?

Icy Claw's mods seem to be a priority so I should make a note to gain access using Guts and send those Media Files.

I also apologize for the lack of planned coordination on Steam. Should I start a General Mod Discussion over there?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 04, 2018, 10:16:13 PM
Hi @steffire3

I have also tried "Complete Berserker Overhaul Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=180919336&searchtext=berserker)", in my opinion the function of the aura in the mod is more to improve the original skill.

For example, adding damage, attack distance, duration of skill, etc. So, it's not so special because you can get it in the "General Skill" section on Skills Expansion Mod. This aura only makes the skill stronger than the original if you use an aura, and as a compensation your "MP" will decrease from the Max number of "MP" you have if you use an aura. But if the aura is turned off then the MP will return to normal. :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 05, 2018, 02:14:09 AM
@steffire3 Here is fine. We won't have Sch123 there. You can upload the unpacked files anywhere you like, you can even attached it here.

Guys, I'll try to complete the test mod for Skills Expansion mod (Ver2) this week. Please give me a re-cap again on what more changes needed for the current build (Ver1) so I can apply it efficiently.

Does this list still applies?
https://steamcommunity.com/workshop/filedetails/discussion/924025867/2650805212043475187/

I also need unpacked files of the Armor Fix Fixed
http://torchmodders.com/forums/mod-showcase/armor-fix-fixed/

Whenever I think it's enough to be build, I'll post the download link here for steffire3 to compile or if have time, I will compile it myself and provide the test mod for both of you to test out.



Currently doing some notepad coding right now...
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 05, 2018, 02:47:39 AM
Here are some lists that I made:

Bug & More
Embermage

Icy Blast (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Shockbolt (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Prismatic Rift

- Instead of teleporting an opponent it's better to teleport the player if he's dying.

Arc Beam (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Vortex Hex (Active Skill)

- For some reason the "Vortex Hex" skill sometimes can be seen clearly and sometimes not.

Oullander

RapidFire (Active Skill)

- The animation looks incompatible with all Range weapons (Cannon, Xbow, Bow, Shotgun, Pistol, Wand).
- Animation seen only use one hand only when using dual wilding weapon (Dual Pistol, Dual Wand).

Venomous Hail (Active Skill)

- The animation looks incompatible with Range weapons (Cannon, Xbow, Shotgun, Pistol, Wand). Only suitable for Bow only.

BlindMastery (Pasif Skill)

- At Tier 3 players are still get burn by fire damage

Long Range Mastery (Passive Skill)

- Can you add effect "% Chance to Break Shields"
- Can you add effect "% Less All Enemy Armor for 4 seconds"

Berserker

Blood Hunger (Passive Skill)

- Can be made to be used for all types of weapons

Rampage (Pasif Skill)

- Can be made to be used for all types of weapons

Engineer

BlastCannon (Active Skill)

- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only

Fusillade (Active Skill)

- The animation looks incompatible with Shotgun’s weapons. Only suitable for Cannon only

Ward of Board (Passive Skill)

- Can you add the "1-15% Chance to Block" effect
- Can you add the effect "1-15% Knock Back Resistance"
- Can you add the effect of "1-15% Reflected Damage"

General Skill

Offensive Mastery

- Can you add effect "- Requirement level for equip Melee Weapon"
- Can you add effect "- Requirement level for equip Range Weapon"
- It needs a nerfed attack damage to avoid OP at the beginning of the level.

Defensive Mastery

- Can you add effect "- Requirement level for equip Armor & Accessory”
- Can you add effect "- Requirement level for equip Shield”

Magical Mastery

- Can you add effect "- Requirement level for learn Spell / Magic Scroll”

Luck Mastery

- Can you add effect “+% Fame that can be obtained"

Health Mastery

- Can you add "+% effective effect using HP potion"

Mana Mastery

- Can you add "+% effective effect using MP potion"

New Added Skills V2

New Added Skills V2

Embermage

Inferno [Share to Outlander]

  ⁃   Idea from [Ritual Summoning]
Guardian of Fire: Summon Fire Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Fire Stone: When using this skill you & your pet get blessing from Fire Guardian, the enemy around will be Burned by Fire aura. Activating this skill will remove the effects of Ice Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Fire Shard [%Chance to reflect enemy attacks with Fire element]
Fire Barrier [%Chance to absorb Fire attacks into MP]

Effect for Pet:
Fire Fang [Fire damage to enemy]
Fire Spirit [+Give Fire armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Critical Hit Chance & Silent
Tier III Bonus: +%Chance to Summoning a Small Fire Guardian that will explode on it's target

Frost [Share to Berserker]

  ⁃   Idea from [Ritual Summoning]
Guardian of Ice: Summon Ice Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Ice Stone: When using this skill you & your pet get blessing from Ice Guardian, the enemy around will be Freeze by Ice aura. Activating this skill will remove the effects of Fire Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Ice Shard [%Chance to reflect enemy attacks with Ice element]
Ice Barrier [%Chance to absorb Ice attacks into MP]

Effect for Pet:
Ice Fang [Ice damage to enemy]
Ice Spirit [+Give Ice armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to slow Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Ice Guardian that will explode on it's target

Storm [Share to Engineer]

  ⁃   Idea from [Ritual Summoning] Guardian of Lightning: Summon Lightning Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Lightning Stone: When using this skill you & your pet get blessing from Lightning Guardian, the enemy around will be Shock by Lightning aura. Activating this skill will remove the effects of Ice Stone & Fire Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Lightning Shard [%Chance to reflect enemy attacks with Lightning element]
Lightning Barrier [%Chance to absorb Lightning attacks into MP]

Effect for Pet:
Lightning Fang [Lightning damage to enemy]
Lightning Spirit [+Add Lightning armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to stun Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Lightning Guardian that will explode on it's target

Outlander

Warfare [Share to Embermage]

  ⁃   Idea from [Ritual Summoning]

Guardian of Poison: Summon Poison Elemental [Active Skill]

  ⁃   Idea from [Assassin TL2-E - Poison Globe]

Poison Bomb: Throw a poison gas bomb [Active Skill]

Lore

  ⁃   Idea from [Druid - Poisonous Vine] Root of Death [Active Skill]

  ⁃   Idea from [Druid - Rot Vine] Root of Life [Active Skill]

Sigil

  ⁃   Idea from [Plaguelord - Oppression]

Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill]

 ⁃   Idea from [Necromancer - Death Pact]

Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill]


Berserker

Hunter

   ⁃   Idea from [Ninja - Shunpo] Phantom Strike [Active Skill]

   ⁃   Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill]

Tundra

   ⁃   Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill]

   ⁃   Idea from [Preacher - Vorthex] Storm Vortex [Active Skill]

Shadow

   ⁃   Idea from [Tenebris - Wolf Pack]

Guardian of Darkness: Summon Werewolf [Active Skill]

   ⁃   Idea from [Plaguelord - Necrophage]

Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill]


Engineer

Blitz

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Blast Hammer [Active Skill]

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Sticky Bombs [Active Skill]

Construction

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]

But change flame shooting animation with skill "Fire Eater" from the Double Agent Class.

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill]

But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.

Aegis

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Vortex Time Bomb [Active Skill]

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]

I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]

If I forget something, you can see what is on the Steam list (https://steamcommunity.com/workshop/filedetails/discussion/924025867/2650805212043475187/). ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 05, 2018, 03:34:25 AM
Thanks!

From first look, I can see why the animations got messed up....I'll try making it universal.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 05, 2018, 08:20:10 AM
Here are some lists that I made:

Shockbolt (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).
This skill is not modified in Skills Expansion mod

Prismatic Rift

- Instead of teleporting an opponent it's better to teleport the player if he's dying.
This will give problems. Only AI can handle this quick transition of locations/positions. The player will get confused and dizzy every time this happens. So, this is a no for me. And if it is proposed to only work when the player health is critical, the next issue will be is that we cannot choose where you will get teleported, the teleport effect is random. If you just want to be teleported into a specific location, you can test this out with Pet Swap spell in my Ability Spells mod.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 05, 2018, 05:01:37 PM
There is an addition to "Bug & More" in the Embermage class:

Arc Beam (Active Skill)

- The animation looks incompatible with the Cannon weapon (Weapon in the left hand).

Vortex Hex (Active Skill)

- For some reason the "Vortex Hex" skill sometimes can be seen clearly and sometimes not.



For the new idea of the Prismatic Rift skill I actually got the idea of the Ninja "Escape Mastery" skill. But if that will cause problems in the future, it looks like the Prismatic Rift skill doesn't need to be changed. :P

There is something I want to ask about the "Weapon Chaos" skill, especially in the Tier effect. What actually happens to each Tier? I am confused.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 06, 2018, 02:16:02 AM
Vortex Hex skill is in the mod files but I don't remember doing modification on it...

About Prismatic Rift skill, looking back at steffire3's suggestion to remove teleportation entirely would make sense to do something about this skill, we will figure it out on a later time I guess. Let's focus on the easy stuff to change for now.

And about Weapon Chaos skill, the tier effects do give various spell casts on enemies, the higher the tier, the more spell types to be casted.

Tier 0
         <INTEGER>EXECUTE_SKILL_COUNT:1
         [EXECUTE_SKILL]
            <BOOL>RETARGETONEXECUTE:1
            <STRING>SKILL:WC_AcidRain
            <STRING>SKILL:WC_BloodWash
            <STRING>SKILL:WC_FireStorm
            <STRING>SKILL:WC_Glacial Spike
            <STRING>SKILL:WC_Meteor Strike
            <STRING>SKILL:WC_ThunderStorm
            <STRING>SKILL:WC_Zombie Proc Skill
            <STRING>SKILL:WC_Chaotic Rift
            <STRING>SKILL:WC_BlindCloud
         [/EXECUTE_SKILL]
Tier I
         <INTEGER>EXECUTE_SKILL_COUNT:1
         [EXECUTE_SKILL]
            <BOOL>RETARGETONEXECUTE:1
            <STRING>SKILL:WC_AcidRain
            <STRING>SKILL:WC_BloodWash
            <STRING>SKILL:WC_FireStorm
            <STRING>SKILL:WC_Glacial Spike
            <STRING>SKILL:WC_Meteor Strike
            <STRING>SKILL:WC_ThunderStorm
            <STRING>SKILL:WC_Zombie Proc Skill
            <STRING>SKILL:WC_Chaotic Rift
            <STRING>SKILL:WC_BlindCloud
            <STRING>SKILL:WC_Eviscerate
         [/EXECUTE_SKILL]
Tier II
         <INTEGER>EXECUTE_SKILL_COUNT:1
         [EXECUTE_SKILL]
            <BOOL>RETARGETONEXECUTE:1
            <STRING>SKILL:WC_AcidRain
            <STRING>SKILL:WC_BloodWash
            <STRING>SKILL:WC_FireStorm
            <STRING>SKILL:WC_Glacial Spike
            <STRING>SKILL:WC_Meteor Strike
            <STRING>SKILL:WC_ThunderStorm
            <STRING>SKILL:WC_Zombie Proc Skill
            <STRING>SKILL:WC_Chaotic Rift
            <STRING>SKILL:WC_BlindCloud
            <STRING>SKILL:WC_Eviscerate
            <STRING>SKILL:WC_Proc_Fullheal
            <STRING>SKILL:WC_Stormclaw Proc
            <STRING>SKILL:WC_GAS
         [/EXECUTE_SKILL]
Tier III
         <INTEGER>EXECUTE_SKILL_COUNT:2
         [EXECUTE_SKILL]
            <BOOL>RETARGETONEXECUTE:1
            <STRING>SKILL:WC_AcidRain
            <STRING>SKILL:WC_BloodWash
            <STRING>SKILL:WC_FireStorm
            <STRING>SKILL:WC_Glacial Spike
            <STRING>SKILL:WC_Meteor Strike
            <STRING>SKILL:WC_ThunderStorm
            <STRING>SKILL:WC_Zombie Proc Skill
            <STRING>SKILL:WC_Chaotic Rift
            <STRING>SKILL:WC_BlindCloud
            <STRING>SKILL:WC_Eviscerate
            <STRING>SKILL:WC_Proc_Fullheal
            <STRING>SKILL:WC_Stormclaw Proc
            <STRING>SKILL:WC_GAS
            <STRING>SKILL:WC_Skull Proc Skill
            <STRING>SKILL:WC_Avatar Comet
         [/EXECUTE_SKILL]

BlastCannon (Active Skill)

- The animation looks incompatible with Cannon weapons. Only suitable for Shotgun only
There is no special animation for this skill, what you see, is its default attack animation. No modification applied on its animation.

@steffire3 I seem to find many issues with Tiered Passives....a lot of affixes are not available in my files. Can you also give me the unpacked files for this mod. Also, I won't change General Skills for now, please check the proposed changes by Sch123.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on October 06, 2018, 05:43:04 PM
@doudley @Sch123 : Thanks so much for all this info!  :)

It's been a busy weekend for me. I'll tackle the needs on my end during the week.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 06, 2018, 10:54:51 PM
That's alright @steffire3 . And nevermind about the tiered passives, not all passive skill's tiers are in affix.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 07, 2018, 08:54:29 PM
There is an addition to "Bug & More" in Engineer classes:

Blast Cannon (Active Skill)

- Blast Cannon skill animation when using Weapon Cannon looks unsuitable, like kicking / hitting instead of firing it from a cannon.

Fusillade (Active Skill)

- Fusillade skill animation when using Weapon Shotgun looks unsuitable, it looks like it uses animation when using cannon.

Ember Hammer (Active Skill)

- Ember Hammer skill animation when using Weapon Claw & 2H Sword the weapon was seen detached from the hand.

Ember Reach (Active Skill)

- Ember Reach skill animation when using Weapon Cannon & Shotgun can it be made so that the animation is seen being shot from cannon & shotgun weapons to make it look better. (This is just my opinion). :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 08, 2018, 01:05:49 AM
Blast Cannon (Active Skill)

- Blast Cannon skill animation when using Weapon Cannon looks unsuitable, like kicking / hitting instead of firing it from a cannon.
Fixed. Thank you for the better description of the issue.

Fusillade (Active Skill)

- Fusillade skill animation when using Weapon Shotgun looks unsuitable, it looks like it uses animation when using cannon.
We need help for this. @Phanjam

Ember Hammer (Active Skill)

- Ember Hammer skill animation when using Weapon Claw & 2H Sword the weapon was seen detached from the hand.
Same with fusillade, this needs to have custom alternative animation for those specific weapon wield. We need help for this. @Phanjam
Or
We exclude claw weapon type for this skill.

Ember Reach (Active Skill)

- Ember Reach skill animation when using Weapon Cannon & Shotgun can it be made so that the animation is seen being shot from cannon & shotgun weapons to make it look better. (This is just my opinion). :)
Not my expertise too. But maybe we stick to its default animation on which the engr uses his/her hand rather than the weapon. If this is not what shown when the skill is used, then we have to fix this.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on October 08, 2018, 03:58:14 AM
Hi @doudley and @Sch123 :) Okay will look into it as soon as i can.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on October 08, 2018, 09:11:31 AM
@doudley : I checked the proposed changes from Sch123 on which I approve and in fact these ideas have been consistent and were even pasted onto the V1 Steam List by continuous requests throughout the past months.

Most discoveries found by Sch123 these days are usually Animation Fixes as most of the Original Skills will be functional once the V1 recommended fixes are added.

= = =

I do wish for the Attack Skills from the Aegis Tree for the Engineer Class to be given more damage so Players can wield them as main attacks if desired however I will consider balance changes later after the essential fixes are made.

= = =

I will keep options open on "Added Skills" however Sch123's list is good.

"General Skills" are in a good position so whether it remains the same through this entire second process of the mod is fine.

= = =

Would you say that the earlier Link you posted on "Armor Fix Fixed (by: Chthon)" is the highest priority mod for me to unpack and send currently?

Would Icy Claw's mods be important to send soon since there seems to be an agreement on their use to become Embermage's Added Skills?

= = =

Thanks for the details!  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 09, 2018, 05:16:21 AM
@Phanjam Thank you so much, although anyone is welcome to help of course.

@steffire3 Yes, armor fix fixed is #1 priority, as this is embedded in the base files of the player units. The mod files for added skills are priority too but I would need GUTS to implement those due to customization of skilltree UIs are affected here.

Regarding animation, I think I've fixed everything I possibly can but on missing animations, we would wait for those to be provided.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 11, 2018, 12:59:52 AM
Quote from: steffire3
(7)
Add these Chances to these Brands:

Fire Brand: 2-30% Meteor Strike.

Ice Brand: 2-30% Glacial Spike.

Electric Brand: 2-30% Thunder.
I like this but I currently don't have the original affixes for these skills

Quote from: steffire3
(8 )
"Prismatic Rift" needs it's Tier 3 Bonus of "Rift Death" removed only because it's a very cheap tactic.
I used install kill/death effect on human companion Syl the Sage's special skill. IIRC, this effect doesn't work on bosses or maybe also on some champions. Can anyone provide proof that the instant kill effect works on non-regular enemies?

Quote from: steffire3
(9)
Can you also remove the "Chance to Teleport Foe" from the "Weapon Chaos" Skill?
(Affix may be named Chaotic Rift).
Please provide alternatives for this, if we want this applied. And don't forget the new skill description.

Quote from: steffire3
(10)
"Fusilade" needs to be made spammable for the Shotgonne.
This all depends on the animation itself, unfortunately I cannot provide this type of change. @Phanjam @Anyone



Everything else from that list, I already implemented and fixed.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 11, 2018, 03:35:22 AM
I like this but I currently don't have the original affixes for these skills

- Regarding elemental brands, as I proposed in the "New Added Skills V2" in the Embermage class I suggested that each element be given a summon skill and besides elemental brands I also proposed similar ideas because Meteor Strike, Glacial Spike & Thunder had already It's on Chaos Weapon, so I propose to provide some kind of toggle skill where we can choose 1 from thanks to each elemental guardian. :D

Embermage
Embermage

Inferno [Share to Outlander]

  ⁃   Idea from [Ritual Summoning]

Guardian of Fire: Summon Fire Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Fire Stone: When using this skill you & your pet get blessing from Fire Guardian, the enemy around will be Burned by Fire aura. Activating this skill will remove the effects of Ice Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Fire Shard [%Chance to reflect enemy attacks with Fire element]
Fire Barrier [%Chance to absorb Fire attacks into MP]

Effect for Pet:
Fire Fang [Fire damage to enemy]
Fire Spirit [+Give Fire armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Critical Hit Chance & Silent
Tier III Bonus: +%Chance to Summoning a Small Fire Guardian that will explode on it's target

Frost [Share to Berserker]

  ⁃   Idea from [Ritual Summoning]

Guardian of Ice: Summon Ice Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Ice Stone: When using this skill you & your pet get blessing from Ice Guardian, the enemy around will be Freeze by Ice aura. Activating this skill will remove the effects of Fire Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Ice Shard [%Chance to reflect enemy attacks with Ice element]
Ice Barrier [%Chance to absorb Ice attacks into MP]

Effect for Pet:
Ice Fang [Ice damage to enemy]
Ice Spirit [+Give Ice armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to slow Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Ice Guardian that will explode on it's target

Storm [Share to Engineer]

  ⁃   Idea from [Ritual Summoning]

Guardian of Lightning: Summon Lightning Elemental [Active Skill]

  ⁃   Idea from [Mongol Archer – Toggle Skill]  & [Pokémon Evolution Stone]

Lightning Stone: When using this skill you & your pet get blessing from Lightning Guardian, the enemy around will be Shock by Lightning aura. Activating this skill will remove the effects of Ice Stone & Fire Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:
Lightning Shard [%Chance to reflect enemy attacks with Lightning element]
Lightning Barrier [%Chance to absorb Lightning attacks into MP]

Effect for Pet:
Lightning Fang [Lightning damage to enemy]
Lightning Spirit [+Add Lightning armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to stun Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Lightning Guardian that will explode on it's target


I used install kill/death effect on human companion Syl the Sage's special skill. IIRC, this effect doesn't work on bosses or maybe also on some champions. Can anyone provide proof that the instant kill effect works on non-regular enemies?

- I'm not very sure about the Rift Death effect because the possibility of the skill appearing is very small (only 1%) maybe more precisely I haven't had the chance to see the skill appear because the enemy has already died before the skill appears. Whereas in addition to these skills there are also other skills that have the opportunity to appear as they have in the Chaos Weapon skill. That way the less chance the Rift Death skill can appear. But in my opinion it's no problem as long as this skill can only work with regular enemies. :)

Please provide alternatives for this, if we want this applied. And don't forget the new skill description.

- As before, I also proposed to consider passive skills from class Ninja FEP+ Mod "Escape Mastery" ;)

Spoiler
At Rank 1: Active when attacked at 35% health or below
At Rank 5: Active when attacked at 40% health or below
At Rank 10: Active when attacked at 45% health or below
At Rank 15: Active when attacked at 50% health or below
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 11, 2018, 05:00:57 AM
Spoiler
Quote from: steffire3
(7)
Add these Chances to these Brands:

Fire Brand: 2-30% Meteor Strike.

Ice Brand: 2-30% Glacial Spike.

Electric Brand: 2-30% Thunder.
I like this but I currently don't have the original affixes for these skills
Each of these skills have 15 affixes, is this correct?

Rank 1 affix = 70-70 Fire Damage & 2% chance to cast Meteor Strike
Rank 2 affix = 70-80 Fire Damage & 4% chance to cast Meteor Strike
Rank 3 affix = 70-90 Fire Damage & 6% chance to cast Meteor Strike
Rank 4 affix = 70-100 Fire Damage & 8% chance to cast Meteor Strike
Rank 5 affix = 70-110 Fire Damage & 10% chance to cast Meteor Strike
Rank 6 affix = 70-120 Fire Damage & 12% chance to cast Meteor Strike
Rank 7 affix = 70-130 Fire Damage & 14% chance to cast Meteor Strike
Rank 8 affix = 70-140 Fire Damage & 16% chance to cast Meteor Strike
Rank 9 affix = 70-150 Fire Damage & 18% chance to cast Meteor Strike
Rank 10 affix = 70-160 Fire Damage & 20% chance to cast Meteor Strike
Rank 11 affix = 70-170 Fire Damage & 22% chance to cast Meteor Strike
Rank 12 affix = 70-180 Fire Damage & 24% chance to cast Meteor Strike
Rank 13 affix = 70-190 Fire Damage & 26% chance to cast Meteor Strike
Rank 14 affix = 70-200 Fire Damage & 28% chance to cast Meteor Strike
Rank 15 affix = 70-210 Fire Damage & 30% chance to cast Meteor Strike

@Sch123
I'll just limit the type of enemy can be Rift Death and only target regular enemies.
I limited the type of enemy can be Rift Death and it will not target "Boss" type enemies.

About your proposition for Added Skills, you and steffire3 will have to discuss over it. Possibly formulate a proper breakdown of the stats, effects/affixes, and references needed. All I can say, it is a very nice draft but if it is implementable or not? I'm not sure yet. We will have to be more detailed on it, like per rank and per tier, etc...



See attachment for an example of skill data and affix data:
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 13, 2018, 05:24:09 PM
PROGRESS UPDATE:

- Test mod built (Please check attachment)

   > Armor Fix Fixed (V2) is already included on this build, this replaced and removed the old Armor Fix mod. Take note that I have no idea what this new version would look in-game but guessing from the data, this will work as intended. The innate effect of -25% (steffire3 & I changed it to -15%) All Damage Taken for Berserkers and Engineers are still intact, even though the original Armor Fix V2 removed them. If removing them is a better choice then please let know.

   > I compiled everything I coded so far and applied plausible fixes. This includes the original list by steffire3 and bugs list by Sch123. Let me know if I left any and/or there's new to be fixed.

   > Do note that the proposed additional animations and animation tweaks are still out in the open for anyone to provide solution. But I think I have fixed the issue regarding animation links and alternatives inside each class unit data, in regards to execution of skills for various weapon types. Please let me know if I failed and/or there's more to fix.

- Concerns:

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]

But change flame shooting animation with skill "Fire Eater" from the Double Agent Class.
I have to pass on this for now, as I don't have the mod files for this class. @steffire3 if you have time, add this to your to do list. Thanks!

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill]

But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.
I have to pass on this for now, due to cannon ball is a different skill from blastcannon. Specially, cannon ball has a missile die event on which after the missile hits the target, it will generate a second source of damage. We need to discuss over this.

   ⁃   Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]

I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]
I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own triggerable based on everytime the player gets struck?

   > Still left, added skills for Embermage, Berserker, and Outlander. I would like to encourage the proposed added skills by Sch123 but I'm afraid that those would have to be built from scratch. My counter proposal would be to fill up the remaining classes with existing skills from custom classes, just to make the skilltree complete for the mean time. If it fits perfectly, then we don't change it. But if we cannot find a proper fit, then only then we would go for the hassle of work on building our own skill(s).

   > Lastly, at your ideal time, please provide a new list of needed fix and changes.



Update:

- Included the cast skill effect for Fire, Ice, and Lightning Brand Skills
- Fixed the animation links / alternatives
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 13, 2018, 07:48:22 PM
After I quick test the latest Expansion Mod Skills, I saw skills had been fixed and there were also additional skills for the Engineer class.  :D

But besides that I also found a Animation Bug.

Bug Report

Arc Beam
This is a weapon with the wrong animation when using the Arc Beam skill:

- Cannon
- Shotgun
- Crossbow
- Bow
- Pistol
- Dual Pistol

Note: It looks like the animation used on these weapons is an animation from Wand weapon.

Venomous Hail
This is a weapon with the wrong animation when using the Venomous Hail skill:

- Cannon
- Pistol / Dual Pistol
- Wand / Dual Wand
- Any 1H Range weapon in the left hand

Note: It looks like the animation used on these weapons is an animation from Bow weapon.

Rapid Fire
This is a weapon with the wrong animation when using the Rapid Fire skill:

- Wand / Dual Wand
- Pistol / Dual Pistol
- Cannon
- Any 1H Range weapon in the left hand

Note:
- It looks like the animation used on these weapons is an animation from 1H Pistol weapon, Except for Wand. It looks like the animation used on Wand weapons is an animation from Shotgun weapon.



Quote from: doudley
I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own trigger able based on every time the player gets struck?

I prefer triggered by blocks, because with an uncertain chance to block the attack, it makes it a little less OP.

If it is still too OP, you can add some conditions like this: "When your life is below 50% also the Charge Bar is fully charged, FullHeal can be triggered when you successfully block enemy attacks". The price that you must paid to cast FullHeal is, you must pay it with Full Energy Charge Bar. ;)

I don't think it will be too difficult to trigger FullHeal because the "Shield Shock" skill itself also works for Builds Charge on block. ;D

Quote from: doudley
   > Still left, added skills for Embermage, Berserker, and Outlander. I would like to encourage the proposed added skills by Sch123 but I'm afraid that those would have to be built from scratch. My counter proposal would be to fill up the remaining classes with existing skills from custom classes, just to make the skill tree complete for the mean time. If it fits perfectly, then we don't change it. But if we cannot find a proper fit, then only then we would go for the hassle of work on building our own skill(s).

Most of the skills available in the Added Skill draft, come from the custom class "Variant Class Mod" & "FEP+", there is also 1 skill that comes from monster skills (which is also used by the Necromancer Synergies class).
Skills that are completely new may only exist in the Embermage Class, which is on 3 Toggle skills. While the Elemental Guardian skill summon uses IcyClaw's Ritual Summoning Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=144951431&searchtext=ritual). :)

Yeah, I also hope that the skills I recommend can be added to the Expansion Mod Skill without any problems.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 14, 2018, 02:08:13 AM
I made a mistake. I included in the build the old player unit files on which the animation links/alternatives are still the old ones.

I'll upload the test mod again with the correct animation links and also will include the fire/ice/lighting brand skill additional cast skill effects.

Attachment would still be in my previous post.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 14, 2018, 03:44:29 AM
I still found an Mismatch Animation Bug: :(

Rapid Fire
This is a weapon with the wrong animation when using the Rapid Fire skill:

- Wand / Dual Wand
- Pistol / Dual Pistol
- Cannon
- Any 1H Range weapon in the left hand

Note:
- It looks like all the animation used on these weapons is an animation from Shotgun weapon.
- And strangely when the left hand holds a 1H range weapon and the right hand is empty, the animation used is animated when using 1 Pistol.

Venomous Hail
This is a weapon with the wrong animation when using the Venomous Hail skill:

- Cannon
- Pistol / Dual Pistol
- Wand / Dual Wand
- Any 1H Range weapon in the left hand

Note:
- It looks like the animation used on these weapons is an animation from Bow weapon.
- And strangely when the left hand holds a 1H range weapon and the right hand is empty, the animation used is animated when using Bow.

Arc Beam
This is a weapon with the wrong animation when using the Arc Beam skill:

- Cannon
- Shotgun
- Crossbow
- Bow
- Pistol
- Dual Pistol

Note: It looks like the animation used on these weapons is an animation from Wand weapon.

Ember Hammer
Weapons are seen detached from the hand

- Claw / Dual Claw
- 2H Sword
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 14, 2018, 07:17:44 PM
Information:

As you know, I use other Mods like Synergies & Torchlight II Essentials and put the Skill Expansion on top of them. In the old Mod Skill Expansion there is no problem with the UI but in the latest Skill Expansion there seems to be a problem with the UI. It looks like the latest Skill Expansion changes the UI to the Original UI. Can it be repaired? so it doesn't interfere with the UI.

As you can see in the picture below, the UI for information on enemy health bar, attack elements, opponent's weaknesses, placement of monster names, etc. is far different from one another. In the Old Version, UI that comes from Torchlight II Essential is not overwritten. Whereas in the New Version, UI which comes from Torchlight II Essential is overwritten and changes it to become like the Original UI.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 15, 2018, 02:29:22 AM
Yup! Sorry for that, I forgot to remove the TARGET_HEALTH_BAR UI. I was trying to get some codes from that and forgot to remove it afterwards. But don't worry, what we have right now is just a test mod. The final product shouldn't have anything like that. And thanks for the quick info/feedback about it.

I also like to give my opinion regarding mismatch animations. Steffire3 and I are aware of the mismatch or more specifically lack of animation for other weapon types. Most of these skills, only have one to three version of animation(s). Like in Rapid Fire skill, originally intended only for pistols (right hand), rifle (right hand), and bow. Unlocking this skill for all weapon types would give us inappropriate animations. The easiest workaround for this is to make alternative animation links, on which we will assign temporarily until we will have a custom made animation for them. Its either I try making them or wait for someone to provide for us.



I attached the mod files, for reference and if steffire3 would be able to build it later.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on October 16, 2018, 04:04:30 AM
For modified animations perhaps @Vkoslak or @Anarch16sync might be able to help?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 18, 2018, 12:34:44 AM
For modified animations perhaps @Vkoslak or @Anarch16sync might be able to help?
Thanks PhanJam! I hoped I could do this myself but the computer I'm using right now, when I'm away from my house, can't handle 3D. Tomorrow I will be able continue some coding and on Sunday, instead of building test mod, I'll focus on trying to create some animation alternatives.


@Sch123 @steffire3
ADDITIONAL SKILLS

Outlander

   Warfare [Share to Embermage]
     ⁃   Idea from [Ritual Summoning]
   > Guardian of Poison: Summon Poison Elemental [Active Skill] << New skill need to compose
     ⁃   Idea from [Assassin TL2-E - Poison Globe]
   > Poison Bomb: Throw a poison gas bomb [Active Skill] << New skill need to compose

   Lore
     ⁃   Idea from [Druid - Poisonous Vine] Root of Death [Active Skill] << Integrated
     ⁃   Idea from [Druid - Rot Vine] Root of Life [Active Skill] << Integrated

   Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << New skill need to compose
    ⁃   Idea from [Necromancer - Death Pact]
   > Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << New skill need to compose

Berserker

   Hunter
      ⁃   Idea from [Ninja - Shunpo] Phantom Strike [Active Skill] << Need FEP+ files
      ⁃   Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill] << Need FEP+ files

   Tundra
      ⁃   Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill] << Need FEP+ files
      ⁃   Idea from [Preacher - Vorthex] Storm Vortex [Active Skill] << Integrated

   Shadow
      ⁃   Idea from [Tenebris - Wolf Pack]
   > Guardian of Darkness: Summon Werewolf [Active Skill] << New skill need to compose
      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << New skill need to compose
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 19, 2018, 07:08:50 PM
Thank you @doudley for updating the development information.

I want to ask:

New need to compos skills

What needs to be done, so that these skills can be integrated properly?
Is it necessary to look for alternative skills from other classes for skill that need to compos?

Need FEP+ files

For the latest version of the FEP+ files, maybe @Viz can help. ;)

Integrated

Does that mean that the skill has no problem to add? that's great if there's no problem. :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 20, 2018, 02:33:47 AM
Thank you @doudley for updating the development information.
Yeah..I'm decided to finish this project (atleast complete it)

New need to compos skills

What needs to be done, so that these skills can be integrated properly?
Is it necessary to look for alternative skills from other classes for skill that need to compos?
I'm guessing from your response that those skills are already existing...maybe I should try harder to look from the mod files because I cannot find them, like the "Spirit of Death" skill, I cannot find in the files maybe it has a different name or something.
@Sch123 OK, I got it now! :D :D :D  So, what you did is a rename of the current skills, you should not have said that it was an idea from a particular skill. Here I though that you are proposing a new skill based on those skills...sorry for being dimmed about it. I guess, what I only need now is the skill from Tenebris. We don't have that right now, it is not even included in Variant Classes mod. Later, I'll be able to extract what I need from that class mod then I'll give you something to test with, a complete Berserker Added Skills!

Need FEP+ files

For the latest version of the FEP+ files, maybe @Viz can help. ;)
I'll asked him, thanks.

Integrated

Does that mean that the skill has no problem to add? that's great if there's no problem. :)
It simply means that I got the mod files and already included them in Skills Expansion test mod (maybe I'll compile it tomorrow). They still need to be tested because extracting skills may lead to missing custom particles, missiles, units & models, art assets, stats, and/or affixes. 1 skill folder usually they only include the main skill data, skill procs, and skill layout files. Although, I thoroughly checked each link in the data and layout codes but I could have missed something still.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 20, 2018, 09:05:58 AM
UPDATE ON ADDITIONAL SKILLS

Outlander

   Warfare [Share to Embermage]
     ⁃   Idea from [Ritual Summoning]
   > Guardian of Poison: Summon Poison Elemental [Active Skill] << Pending
     ⁃   Idea from [Assassin TL2-E - Poison Globe]
   > Poison Bomb: Throw a poison gas bomb [Active Skill] << Need mod files

   Lore
     ⁃   Idea from [Druid - Poisonous Vine] Root of Death [Active Skill] << Integrated
     ⁃   Idea from [Druid - Rot Vine] Root of Life [Active Skill] << Integrated

   Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
    ⁃   Idea from [Necromancer - Death Pact]
   > Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << Pending

Berserker

   Hunter
      ⁃   Idea from [Ninja - Shunpo] Phantom Strike [Active Skill] << Integrated
      ⁃   Idea from [Ninja - Shadow Slash] Phantom Slash [Active Skill] << Integrated

   Tundra
      ⁃   Idea from [Ninja - Thunder Clap] Thunder Strike [Active Skill] << Integrated
      ⁃   Idea from [Preacher - Vorthex] Storm Vortex [Active Skill] << Integrated

   Shadow
      ⁃   Idea from [Tenebris - Wolf Pack]
   > Guardian of Darkness: Summon Werewolf [Active Skill] << Need mod files
      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 20, 2018, 10:35:23 AM
Awesome, many skills have been integrated. :D

Quote
I guess, what I only need now is the skill from Tenebris. We don't have that right now, it is not even included in Variant Classes mod.
By the way, Isn't Tenebris class in Variant Class Mod too?

Quote
Outlander

   Warfare [Share to Embermage]
     ⁃   Idea from [Ritual Summoning]
   > Guardian of Poison: Summon Poison Elemental [Active Skill] << Pending
     ⁃   Idea from [Assassin TL2-E - Poison Globe]
   > Poison Bomb: Throw a poison gas bomb [Active Skill] << Need mod files

- For the Guardian of Poison: Maybe you can get it in the Variant Class Mod "Assassin class" Summon Elemental skill.

- For the Poison Bomb: If it possible to change the idea for this skill, with the skill that is owned by the "Tenebris class" Poison Twister skill from Variant Class Mod

Quote
Outlander

Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
    ⁃   Idea from [Necromancer - Death Pact]
   > Pool of Death: Skill area, enemies in the area will get poison damage + slow [Active Skill] << Pending

- For the Spirit of Death: I will try to think about that too. ;D

- For the Pool of Death: If it possible to change the idea for this skill, with the skill that is owned by the "Plauguelord class" Plague Burn from Variant Class Mod. To avoid using skills from the Synergies class.

Quote
Berserker

Shadow
      ⁃   Idea from [Tenebris - Wolf Pack]
   > Guardian of Darkness: Summon Werewolf [Active Skill] << Need mod files
      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill

- For the Guardian of Darkness: Isn't Tenebris class in Variant Class Mod too?

- For the Blood Lust: I will try to think about that too. ;D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Viz on October 20, 2018, 10:58:32 AM
Yes Tenebris is in Variant. The files are named as Demon Hunter or something. Don't ask me why  :P
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 20, 2018, 01:08:08 PM
Thanks guys! That's why I couldn't find the Tenebris class...  :D

This made my job so much easier!

@Sch123 All of your suggestion are doable now, I may able to compile both Outlander and Berserker with complete additional skills later.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 20, 2018, 01:30:41 PM
Hi @Viz

Can you help to unpack the File from Summoning Ritual (https://steamcommunity.com/sharedfiles/filedetails/?id=144951431&searchtext=ritual) Mod and send it to @doudley.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 20, 2018, 02:25:52 PM
No need @Sch123 @Viz

I'm on GUTS right now, I can do it myself. So, I will use Ritual Summoning skills to Outlander for the poison theme and other else will go to Embermage, correct?

Btw, what else do I need to do?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 20, 2018, 03:17:37 PM
No need @Sch123 @Viz

I'm on GUTS right now, I can do it myself. So, I will use Ritual Summoning skills to Outlander for the poison theme and other else will go to Embermage, correct?
Yes, that's what I mean. Because those summoning skills are more complete. ;D

Although, there are still 3 "Adding Skills Toggle" on Embermage. This one needs extra work. :P

Btw, what else do I need to do?
-Maybe add Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod to Skill Expansion, as we have discussed before. :D

- If possible, also add Skin:
- And also add effect Full Heal to Skill Shield Shock.

Spoiler
Quote from: doudley
Quote
Quote from: Sch123 on 05 October 2018, 09:47:39

       ⁃   Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]

    I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]

I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own triggerable based on everytime the player gets struck?
I prefer triggered by blocks, because with an uncertain chance to block the attack, it makes it a little  difficult to trigger cast Full Heal.

If it is still too OP, you can add more conditions, like this:

"When your life is below 50% also the Charge Bar is fully charged, Full Heal can be triggered when you successfully block enemy attacks".

Also there's a price that you must paid to cast Full Heal is, you must pay it with Full Energy Charge Bar. If you don't have a Full Charge Bar Energy then the Full Heal skill cannot be triggered, even though your blood is life is below 50%. ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 20, 2018, 05:45:46 PM
UPDATE ON ADDITIONAL SKILLS

Outlander

   Sigil
     ⁃   Idea from [Plaguelord - Oppression]
   > Spirit of Death: Surrounded by spirits, Enemies near us will get physical damage & reduce armor [Passive Skill] << Integrated, we should discuss the tiers for this skill
   
Berserker

      ⁃   Idea from [Plaguelord - Necrophage]
   > Blood Lust: Consume the corpses to gain some HP + Armor [Passive Skill] << Integrated, we should discuss the tiers for this skill

Hi @doudley, Regarding the Tier Skill Effect of the two skills above, I have thought of some skills that would be good to add for both skills. There's also a few changes to adjust to each class. ;)

Edit Some Skill

Plauguelord - Oppression
Plauguelord - Oppression

Skill Description

Impose your presence on foes nearby, slowing them per second &  reducing their damage. Sometimes spirits will possess enemies and make them allies for some time then die because their bodies are not strong enough to be possessed.

Max Aura range of 10 meters

Always Enabled

Rank 1:
1,5 % slow per second (20stacks),
All Damage reduce by 21 %
Rank 2:
1,6 % slow per second (20stacks),
All Damage reduce by 22 %
Rank 3:
1,7 % slow per second (20stacks),
All Damage reduce by 23 %
Rank 4:
1,8 % slow per second (20stacks),
All Damage reduce by 24 %
Rank 5:
1,9 % slow per second (20stacks),
All Damage reduce by 25 %,
Reducing enemy Armor 5%
Rank 6:
2 % slow per second (20stacks),
All Damage reduce by 26 %,
Reducing enemy Armor 6%
Rank 7:
2,3 % slow per second (20stacks),
All Damage reduce by 27 %,
Reducing enemy Armor 7%
Rank 8:
2,2 % slow per second (20stacks),
All Damage reduce by 28 %,
Reducing enemy Armor 8%
Rank 9:
2,3 % slow per second (20stacks),
All Damage reduce by 29 %,
Reducing enemy Armor 9%
Rank 10:
2,4 % slow per second (20stacks),
All Damage reduce by 30 %,
Reducing enemy Armor 10%
%10 Chance to Charm enemy over 5 seconds*
Rank 11:
2,5 % slow per second (20stacks),
All Damage reduce by 31 %,
Reducing enemy Armor 11%
%11 Chance to Charm enemy over 5 seconds*
Rank 12:
2,6 % slow per second (20stacks),
All Damage reduce by 32 %,
Reducing enemy Armor 12%
%12 Chance to Charm enemy over 5 seconds*
Rank 13:
2,7 % slow per second (20stacks),
All Damage reduce by 33 %,
Reducing enemy Armor 13%
%13 Chance to Charm enemy over 5 seconds*
Rank 14:
2,8 % slow per second (20stacks),
All Damage reduce by 34 %,
Reducing enemy Armor 14%
%14 Chance to Charm enemy over 5 seconds*
Rank 15:
2,9 % slow per second (20stacks),
All Damage reduce by 35 %,
Reducing enemy Armor 15%
%15 Chance to Charm enemy over 5 seconds*
Suck your opponent's soul



Tier 1: Reducing enemy Armor 5%
Tier 2: %10 Chance to Charm enemy over 5 seconds*
Tier 3: Suck your opponent's soul
Detail:

   •   500 Physical Damage over 3 seconds*
   •   Absorb 10% from damage the enemy gets

Plauguelord - Necrophage
Plauguelord - Necrophage

Skill Description

Consume the corpse of your slain enemy when you walk over them, healing a percentage of your max HP & gain bonus armor, falling bellow 30% HP will disable your bonus & dying will cause you to lose half of your stacks.

Bonuses update immediately
Bonuses update to maximum stack level


Always Enabled

Rank 1:
Heal 3% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 20)
Rank 2:
Heal 3,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 40)
Rank 3:
Heal 4% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 60)
Rank 4:
Heal 4,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 80)
Rank 5:
Heal 5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 100)
Your spells & attacks spawn plaguelings
Rank 6:
Heal 5,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 120)
Your spells & attacks spawn plaguelings
Rank 7:
Heal 6% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 140)
Your spells & attacks spawn plaguelings
Rank 8:
Heal 6,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 160)
Your spells & attacks spawn plaguelings
Regen 8% of max MP
Rank 9:
Heal 7% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 180)
Your spells & attacks spawn plaguelings
Rank 10:
Heal 7,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 200)
Your spells & attacks spawn plaguelings
Gain mana regeneration for each plaguelings alive
Rank 11:
Heal 8% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 220)
Your spells & attacks spawn plaguelings
Gain mana regeneration for each plaguelings alive
Rank 12:
Heal 8,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 240)
Your spells & attacks spawn plaguelings
Gain mana regeneration for each plaguelings alive
Rank 13:
Heal 9% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 260)
Your spells & attacks spawn plaguelings
Gain mana regeneration for each plaguelings alive
Rank 14:
Heal 9,5% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 280)
Your spells & attacks spawn plaguelings
Gain mana regeneration for each plaguelings alive
Rank 15:
Heal 10% of max HP
+0 to All Armor* (Armor Bonus Maximum Stacks 300)
Your spells & attacks spawn plaguelings
Gain mana regeneration for each plaguelings alive
Minions burst plague when dead



Tier 1: Chance 5% - 25% to spawn Plaguelings when attack enemy (Idea from Skill Infestation from Plaguelord class)
Detail:
   •   10 seconds base summon duration
   •   Minions Deal 10 - 15 Physical Damage*

Note: I thought, instead of using Plaguelings it might be better to use Hellhound for spawn minions (minon of the Berserker "Wolf Shade" skill).

Tier 2: Gain mana regeneration for each Plaguelings alive (Idea from Skill Symbiosis from Plaguelord class)
Detail:
   •   2 mana regen per plagueling
Tier 3: Minions burst plague when dead. (Idea from Skill Epidemic from Nethermancer class)
Detail:
150 - 300 Poison damage over 2 seconds*

*Improves with Player Level
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 21, 2018, 07:56:53 AM
@Sch123 Thank you as always for the prompt response. I'll work on it in my next coding schedule.

For the mean time, you can try out this new test mod. (See attachment)

Mod files:
https://drive.google.com/open?id=10Pt7d36gclFRyriXarQa_te0b0S77f6O
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 21, 2018, 10:02:26 AM
Hi @doudley

Awesome, I've tried it and all the skills are going well. ;)

Just, needs to changed skill requirements in some skills, such as:

Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement

Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand



Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D



Information

I also want to ask, do we also need to change the level requirements in the Additional Skill? in order to better adjust to the other skill. ::)

Please note that additional skills taken from several Variant & FEP+ classes also affect the original skills of the classes in Variant & FEP+. Can you make it so that the skill doesn't collide with each other?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 21, 2018, 10:11:16 PM
It looks like you also fixed the animation on some skills, because the animation on the Fusillade & Blast Missile skill is correct (according to the weapon used). ;D

But there are also animation skills that are still wrong. As in Animation for Dual Pistol / Wand when using Rapid Fire the animation skills is not shooting instead turn into kicking animation.

Mismatch Animation Skill

Outlander

Rapid Fire Animation

Rapid Fire - Dual Range Weapon = The animation skills is not shooting instead turn into kicking animation
Rapid Fire - 1 Pistol/Wand in hand = It's looks like using an animation from Shotgun
Rapid Fire - Cannon = It's looks like using an animation from Shotgun

Venomous Hail Animation

Venomous Hail - Cannon = It's looks like using an animation from Bow
Venomous Hail - 1 Pistol/Wand in hand = It's looks like using an animation from Bow
Venomous Hail - Dual Range Weapon = It's looks like using an animation from Bow

Engineer

Ember Hammer Animation

Ember Hammer - Claw = It's looks like weapons detach from hands
Ember Hammer - 2H Sword = It's looks like weapons detach from hands
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 22, 2018, 01:26:44 AM
It looks like you also fixed the animation on some skills, because the animation on the Fusillade & Blast Missile skill is correct (according to the weapon used). ;D
That's good, although I don't remeber doing any different with the animations.

But there are also animation skills that are still wrong. As in Animation for Dual Pistol / Wand when using Rapid Fire the animation skills is not shooting instead turn into kicking animation.
This one on the other hand, that's why I felt that I forgot something...tbh, the Rapid Fire is quite a unique skill, originally in the code, it only links to a right hand animation but in-game, we can see that dual pistol can be used for this skill right?...Last last week, I was thinking of adding the dual wield animation "string" to the code and see if it would remedy the animation mismatch for dual pistol/wand...anyway, we'll have to wait for another weekend.

Regarding other stuff, thanks so much for this list...we'll work on them soon but for this week, I plan to include character wardrobe and features as proposed, and possibly these stuff too:
Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement

Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand



Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D

I also want to ask, do we also need to change the level requirements in the Additional Skill? in order to better adjust to the other skill. ::)
Just give me your proposed skill requirement levels.

Berserker added skill 1 lvl req =
Berserker added skill 2 lvl req =
Berserker added skill 3 lvl req =
Berserker added skill 4 lvl req =
Berserker added skill 5 lvl req =
Berserker added skill 6 lvl req =

Outlander added skill 1 lvl req =
Outlander added skill 2 lvl req =
Outlander added skill 3 lvl req =
Outlander added skill 4 lvl req =
Outlander added skill 5 lvl req =
Outlander added skill 6 lvl req =
(Skill 1 is the left while skill 2 is the right)
(Farthest left skill tree has skill 1 & 2, next skill tree has 3 & 4, so on and so fort)

Please note that additional skills taken from several Variant & FEP+ classes also affect the original skills of the classes in Variant & FEP+. Can you make it so that the skill doesn't collide with each other?
I'll separate them after all is finalized because moving skills (changing folder name) also means to manually change each directory of files linked to the skill.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 22, 2018, 09:09:16 PM
By the way, almost all addition skills name on Outlander class have not been replaced and still use the original skill name. I hope it can be replaced. :)

Outlander

Poison Twister -> Poison Tornado
Poisonous Vine -> Root of Death
Rot Vine -> Root of Life
Plague Burn-> Pool of Death

I also tried to play using only the Skill Expansion mod and found the "Guardian of Poison" skill to lose the skill icon.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 23, 2018, 06:15:50 AM
By the way, almost all addition skills name on Outlander class have not been replaced and still use the original skill name. I hope it can be replaced. :)

Outlander

Poison Twister -> Poison Tornado
Poisonous Vine -> Root of Death
Rot Vine -> Root of Life
Plague Burn-> Pool of Death

I also tried to play using only the Skill Expansion mod and found the "Guardian of Poison" skill to lose the skill icon.
Fixed. Thanks, I'll include the changes in my next build.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on October 24, 2018, 08:03:05 PM
@doudley : I finally downloaded the most recent version of Skills Expansion posted here a few comments ago.

It's a small request however in the main menu before the game starts yet after the launcher:

Mods can be read on the side and Skills Expansion has no description on the main menu unlike other mods.

I request that a basic note of : "This expands Vanilla Classes from 30 to 60 Skills within reasonable vanilla balance." be added.

Thanks for taking note! :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 27, 2018, 07:20:55 AM
PROGRESS UPDATE:

Mod files for the new test build is now ready, tomorrow I maybe able to pack this.
I had a bit of time to spare this night, see attachment for the newest built.
@steffire3 feel free to look around the files if you like.

https://drive.google.com/open?id=1qlKVbhjV22i7CFUlLjYlRM26fAHvFqbk


Rapid Fire Animation

Rapid Fire - Dual Range Weapon = The animation skills is not shooting instead turn into kicking animation
Rapid Fire - 1 Pistol/Wand in hand = It's looks like using an animation from Shotgun
Rapid Fire - Cannon = It's looks like using an animation from Shotgun

Venomous Hail Animation

Venomous Hail - Cannon = It's looks like using an animation from Bow
Venomous Hail - 1 Pistol/Wand in hand = It's looks like using an animation from Bow
Venomous Hail - Dual Range Weapon = It's looks like using an animation from Bow
I need updates on this.

-Maybe add Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod to Skill Expansion, as we have discussed before. :D

- If possible, also add Skin:
  • Edrobot's Exotic Skins (https://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=skin) (Sprites & Drow Skin)
  • Animal Ears Mod (https://steamcommunity.com/sharedfiles/filedetails/?id=178025241&searchtext=skin) (Ear & Horn)
Done. Already included in the test mod.

I request that a basic note of : "This expands Vanilla Classes from 30 to 60 Skills within reasonable vanilla balance." be added.
Easy. Done. Mod description added.

Outlander
- Poison Twister: Remove skill requirement
- Spirit of Death: Remove skill requirement

Berserker
- Phantom Slash: Requires a melee weapon equipped in the right hand
- Phantom Strike: Requires a melee weapon equipped in the right hand
Done.

Outlander
And can you also change the effect of a passive Tier III Dodge Mastery skill (Increases movement speed by 10%) with passive Escape Mastery skills from the Ninja FEP+ class? ;D
It feels OP for me. Maybe next time.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 27, 2018, 08:55:37 PM
Mismatch Animation Skill

Rapid Fire Animation

It looks like the Rapid Fire animation on Pistol weapons has been fixed. Only a problem with Cannon & Wand weapons.

Rapid Fire - Dual Wand in hand = It's looks like using an animation from Dual Pistol
Rapid Fire - 1 Wand in Right hand = It's looks like using an animation from Pistol
Rapid Fire - 1 Pistol/Wand in Left hand (No weapon on Right hand) = On the Right hand, It's looks like using an animation from pistol.
Rapid Fire - 1 Pistol/Wand in Left hand + used 1h Melee weapon on Right hand = It's looks like using an animation from Dual Pistol.
Rapid Fire - Cannon = It's looks like using an animation from Shotgun

Venomous Hail Animation

It seems that for the Venomous Hail animation on Cannon & Bow weapons still having problems, both of them are seen using the animation of the Pistol. But the good news is, there are no problems with other weapons. Only cannon & bow weapons (2h range weapons that use the left hand).

Arc Beam Animation

Arc Beam - Cannon = It's looks like using Dual Wand animation
Arc Beam - Shotgun/Crossbow = It's looks like using Wand animation
Arc Beam - Dual Pistol = It's looks like using Dual Wand animation
Arc Beam - Pistol = It's looks like using Wand animation
Arc Beam - Bow = It's looks like using Dual Wand animation



When I play it only uses Skill Expansion, some Skills & Animation from Adding Skills doesn't work properly .

Poison Tornado = Skill doesn't work
Root of Death = Skill doesn't work
Root of Life = Skill doesn't work
Spirit of Death = Skill doesn't work
Pool of Death = Skill doesn't work
Storm Vortex = The animation looks weird
Blood Lust = Skill doesn't work
Phantom Slash = Skill animations cannot be seen

Note:

Everything works fine when I play it together with other mods like Variant Class, FEP +, etc.



I also thank you for giving additional skin to the four classes. But I want to ask, do you also added Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) ? because I still see all four classes still using old clothes and weapons, not using new clothes and weapons like those in Alternate Outfits.

By the way, I really like Drow Skin. ;D Is it possible if you only add Drow Skin? Because I see that Drow Skin is more suitable for these 4 classes, It's like the 4 classes that have been Corrupted by the Corrupted Ember. And also the Drow Skin really matches with the Horn, it's looks like a Demon ;)
Drow Skin
(https://steamuserimages-a.akamaihd.net/ugc/576734093303616146/00FAED44CA6BC40938B0040B11D36E622E9284BD/)

Note:

Just a suggestion, can the hair color using the one on Alternate Outfits that doesn't give too much hair color (24 hair color & no repeating hair color). Because in my opinion this will cause problems if there are too many (249 hair colors). ???
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 28, 2018, 06:33:48 AM
- Need to change default animation into SPECIAL_DEATH_SPIRAL_RPISTOL
venemous hail
      [ANIMATION]
         <STRING>ANIMATION:SPECIAL_DEATH_SPIRAL_RPISTOL
         [ALT]
            <STRING>ALT_ANIMATION:SPECIAL_DEATH_SPIRAL_RIFLE
            <STRING>RIGHTHAND:CROSSBOW
            <STRING>LEFTHAND:NONE
            <INTEGER>PRIORITY:1
         [/ALT]
         [ALT]
            <STRING>ALT_ANIMATION:SPECIAL_DEATH_SPIRAL_RIFLE
            <STRING>RIGHTHAND:RIFLE
            <STRING>LEFTHAND:NONE
            <INTEGER>PRIORITY:1
         [/ALT]
         [ALT]
            <STRING>ALT_ANIMATION:SPECIAL_DEATH_SPIRAL
            <STRING>RIGHTHAND:NONE
            <STRING>LEFTHAND:BOW
            <INTEGER>PRIORITY:1
         [/ALT]
         [ALT]
            <STRING>ALT_ANIMATION:SPECIAL_DEATH_SPIRAL
            <STRING>RIGHTHAND:NONE
            <STRING>LEFTHAND:CANNON
            <INTEGER>PRIORITY:1
         [/ALT]
      [/ANIMATION]

- Rapid Fire skill, need to create left hand animation by inverse (possibly)

- Other alternative animations are working as I intended them to be, we'll need someone who can create custom animations for those mismatch animation skills

- Phantom Slash doesn't use any special animation it uses the bool "USEWEAPONANIMATION:true"

- I've checked the other added skills and they do not posses any unique animations, maybe if we  give them their own GUID and changed their file location, it will sort out...

- Alternate Outfits was included, I just didn't know that it was supposed to change the default attire....because I didn't  modify those, I only included the added codes and resource from that mod.

- Regarding other skin & hair mods, specially haircolor, I wished you guys have checked the figures first, because adding these mods is clearly will give ridiculous amount of choices in the character selection screen. I really don't mind if we make them less and limited but my problem here would be to know which ones should remain and which ones should be removed...because there's no UI for editing these wardrobe features, as far as I know.

- And another thing, is Drow skin is from another skin mod?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 28, 2018, 07:32:48 AM
- Phantom Slash doesn't use any special animation it uses the bool "USEWEAPONANIMATION:true"

I mean, no black slash animation.

Is it because changing the name of the skill that caused it?

- I've checked the other added skills and they do not posses any unique animations, maybe if we  give them their own GUID and changed their file location, it will sort out...

I also think so. Because all addition skills are taken from other class skills. So they needs to have their own GUID and changed their file location. Also to avoid problems with other skills.

- Alternate Outfits was included, I just didn't know that it was supposed to change the default attire....because I didn't  modify those, I only included the added codes and resource from that mod.

I have a mod in which there is an Skill Expansion & Alternate Outfits, only needs adjustment so that the two can run without problems. TestMerge (http://torchmodders.com/forums/help-wanted/request-merge-mod/msg8461/#msg8461)

I suspect there is an incompatibility between Alternate Outfits and Edrobot's Exotic Skins or Animal Ears Mod.
So that they overlap each other, So the Mod that we see works only Edrobot's Exotic Skins & Animal Ears Mod, while the Alternate Outfits do not appear.

- Regarding other skin & hair mods, specially haircolor, I wished you guys have checked the figures first, because adding these mods is clearly will give ridiculous amount of choices in the character selection screen. I really don't mind if we make them less and limited but my problem here would be to know which ones should remain and which ones should be removed...because there's no UI for editing these wardrobe features, as far as I know.

Maybe like this:
- Outfits and Hair Color from Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod
- Then added Skin Drow from Edrobot's Exotic Skins (https://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=skin) Mod
- And also added Animal Ears & Horn from Animal Ears (https://steamcommunity.com/sharedfiles/filedetails/?id=178025241&searchtext=skin) Mod

Note:

In Edrobot's Exotic & Animal Ears Mod, there are too many and repetitive hair colors unlike Alternate Outfits Mod that have been perfected with no recurring colors and sufficient color choices.

- And another thing, is Drow skin is from another skin mod?

Drow skin comes from Edrobot's Exotic Skins and Hair (https://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=skin) Mod
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 28, 2018, 11:56:57 PM
Hi @doudley

Can you also add:

General Passive
Note:
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 29, 2018, 01:19:17 AM
- Phantom Slash doesn't use any special animation it uses the bool "USEWEAPONANIMATION:true"

I mean, no black slash animation.

Is it because changing the name of the skill that caused it?
Oh, you meant the particle effects by this skill...this only means that there's a file missing, I'll check it. Thanks.

- I've checked the other added skills and they do not posses any unique animations, maybe if we  give them their own GUID and changed their file location, it will sort out...

I also think so. Because all addition skills are taken from other class skills. So they needs to have their own GUID and changed their file location. Also to avoid problems with other skills.
We'll see later on in the process (because I need GUTS for this change), let's just note this for the mean time.

I suspect there is an incompatibility between Alternate Outfits and Edrobot's Exotic Skins or Animal Ears Mod.
So that they overlap each other, So the Mod that we see works only Edrobot's Exotic Skins & Animal Ears Mod, while the Alternate Outfits do not appear.
"Alternate Outfits was included, I just didn't know that it was supposed to change the default attire....because I didn't  modify those, I only included the added codes and resource from that mod."
It means, I included all of the wardrobe features of the 3 mods but I didn't changed the default look of vanilla classes on which it should be changed in Alternate Outfits mod.
Default Female Ember Mage

   [WARDROBE_FEATURES]
      [FEATUREOPTION]
         <STRING>TYPE:TORSO
         <INTEGER64>VALUE:21020
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:PANTS
         <INTEGER64>VALUE:21022
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1101
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:BOOTS
         <INTEGER64>VALUE:21021
      [/FEATUREOPTION]
   [/WARDROBE_FEATURES]
Atlernate Outgfit Female Ember Mage
   <STRING>BOOTS_OVERRIDE:CASTER_04_BOOTS
   <STRING>CHEST_OVERRIDE:CASTER_04_CHEST
   <STRING>PANTS_OVERRIDE:CASTER_04_PANTS
   [WARDROBE_FEATURES]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1101
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:11
      [/FEATUREOPTION]
   [/WARDROBE_FEATURES]

- Regarding other skin & hair mods, specially haircolor, I wished you guys have checked the figures first, because adding these mods is clearly will give ridiculous amount of choices in the character selection screen. I really don't mind if we make them less and limited but my problem here would be to know which ones should remain and which ones should be removed...because there's no UI for editing these wardrobe features, as far as I know.

Maybe like this:
- Outfits and Hair Color from Alternate Outfits (https://steamcommunity.com/sharedfiles/filedetails/?id=148944040) Mod
- Then added Skin Drow from Edrobot's Exotic Skins (https://steamcommunity.com/sharedfiles/filedetails/?id=137887118&searchtext=skin) Mod
- And also added Animal Ears & Horn from Animal Ears (https://steamcommunity.com/sharedfiles/filedetails/?id=178025241&searchtext=skin) Mod

Note:

In Edrobot's Exotic & Animal Ears Mod, there are too many and repetitive hair colors unlike Alternate Outfits Mod that have been perfected with no recurring colors and sufficient color choices.
I haven't seen it in-game but I made sure that no wardrobe feature ID is being used twice (see attachment for reference). But your compromise solution seems a better option for us, I'll just have to do this part again.

Hi @doudley

Can you also add:

General Passive
  • "-1 to Weapon equipment requirements" effect on Offensive Mastery
  • "-1 to Armor equipment requirements" effect on Defensive Mastery
Note:
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
I'll see what I can do.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 29, 2018, 02:36:21 AM
I haven't seen it in-game but I made sure that no wardrobe feature ID is being used twice (see attachment for reference). But your compromise solution seems a better option for us, I'll just have to do this part again.
Maybe, more precisely just adding Drow skin and Animal ear & horns into Alternative Outfit Mod. Make Alternate Outfit as Core and Drow skin, Animal ear & horns as an addition.

Because the Alternate Outfit is complete enough, from changing Outfit, starting weapons, and unlocking all faces, hair styles to rainbow hair color. Only need to add Drow skin and Animal Ear & Horn to make it more complete. :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 29, 2018, 03:17:49 AM
How many added skins are there in Exotic Skins mod? I can count 4 unique wardrobe feature ID for Face / Skin.
Spoiler
[FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:-8117569552093194046
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:8189859154125995585
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:-147222707344319217
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:191299214727771426
      [/FEATUREOPTION]
We'll need to figure out which of these is the Drow skin...or all of these are Drow Skin?

If all of these are drow skin then we go with all of the wardrobe features (Hair. Haircolor, & SKin) and modified default outfit from Alternate Outfit mod. Then I'll add Hair & Skin options from Exotic Skins mod & Animal Ears mod.

That said, I will use all of the Hair & Skin options from both of those mods. Nothing is excluded, correct?

Edit:
I've checked the mod page of Exotic Skins and found out that Drow Skin is a separate mod, maybe we should use and credit just this one instead.
https://www.runicgamesfansite.com/vbdownloads.php?do=download&fileid=365
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 29, 2018, 04:21:44 AM
Quote
Edit:
I've checked the mod page of Exotic Skins and found out that Drow Skin is a separate mod, maybe we should use and credit just this one instead.
https://www.runicgamesfansite.com/vbdownloads.php?do=download&fileid=365
I also initially wanted to use that Mod, but there were problem when using that Mod.

- It will overwrite the existing skin instead of adding a new skin.
- It will also affect the Custom Class

If you can add it without overwriting existing skin and making it not affect the Custom Class it will be good. :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 29, 2018, 07:09:05 AM
I also initially wanted to use that Mod, but there were problem when using that Mod.

- It will overwrite the existing skin instead of adding a new skin.
- It will also affect the Custom Class

If you can add it without overwriting existing skin and making it not affect the Custom Class it will be good. :)
OK. Nevermind then, let's stick with Exotic Skins mod and just use the drow skin in there.

Btw, I happened to learn more about the wardrobe features and able to determine how they would look without going in-game. Now that I'll be able choose which look we can pick, I'm questioning why drow only and are other skins really that bad? For variance, maybe we should pick more theme to remain. (See attachment for the list of added skins)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 29, 2018, 07:47:12 AM
Btw, I happened to learn more about the wardrobe features and able to determine how they would look without going in-game. Now that I'll be able choose which look we can pick, I'm questioning why drow only and are other skins really that bad? For variance, maybe we should pick more theme to remain. (See attachment for the list of added skins)

Hmmm, if you think with more skin it will add variety to play, it might be good if it is not limited to only giving Drow skin. Ok, I agree with you (Add more skins instead of limiting only adding Drow skin). :D

I saw in the AddedSkins.pdf file there is a skin that has not been included, Skin Metal & Stone. Can it be added too? ::)

If you are interested in adding another skin for more variety, you can see this mod: :P
Steampunk Cyborg Skin (https://steamcommunity.com/sharedfiles/filedetails/?id=174665143&searchtext=skin)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 29, 2018, 08:48:22 AM
I saw in the AddedSkins.pdf file there is a skin that has not been included, Skin Metal & Stone. Can it be added too? ::)
I guess, I can replicate the process and add some random numbers for the GUID of new wardrobe features...

If you are interested in adding another skin for more variety, you can see this mod: :P
Steampunk Cyborg Skin (https://steamcommunity.com/sharedfiles/filedetails/?id=174665143&searchtext=skin)
Yeah, this would be a great addition but does it look like this mod is designed for non-visual armor gameplay...if so, how can we used this skin if it will just be covered by armors?...
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 29, 2018, 09:12:53 AM
Yeah, this would be a great addition but does it look like this mod is designed for non-visual armor gameplay...if so, how can we used this skin if it will just be covered by armors?...

Oh no, I forgot that. This will overwrite each other with Alternative Outfit armor.

But if you still want to add it, maybe with a little sacrifice just use the head section of Steampunk Cyborg Skin. That way we will still get the Alternative Outfit armor and Steampunk Cyborg Skin (although only the head) :D

#Frankenstein Mode  :-X

I also wondered, could you add Female hairstyle to Male's hairstyle. Because there are some hairstyles that I think are also suitable for Male to. ;)

Male
(https://steamuserimages-a.akamaihd.net/ugc/884115325827070819/3A7FC3C4DE736161E1E5C2AFFCEDA875AB0E924C/)
Female
(https://steamuserimages-a.akamaihd.net/ugc/884115325827094524/308A210A6271EC2665973612550D26F3BE1C4D12/)

I hope there is a face model with an eye patch for Male but without a mustache / beard like that of Female, but on Female's face it looks too feminine. :P

There is also a New hairstyles (Male) Ponytail & (Male) Ponytail with goggles on the EV Modpack (https://steamcommunity.com/sharedfiles/filedetails/?id=1154646289) Mod. ;D



By the way, How about adding skills to the Embermage class? especially Summoning skills for the Guardian Element. :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 30, 2018, 02:19:12 AM
Things to do next:

General Passive
  • "-1 to Weapon equipment requirements" effect on Offensive Mastery
  • "-1 to Armor equipment requirements" effect on Defensive Mastery
Note:
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
I'll try if I can implement this.

By the way, How about adding skills to the Embermage class? especially Summoning skills for the Guardian Element. :)
Yes, thank you. I'll add these summoning skills.

@Sch123 No, I don't think it is that simple. The male head has a different circumference than the female, so I don't think it will work by just transferring the code of female hairstyles into male's. We will need someone who is proficient in 3D application for this.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 30, 2018, 03:13:50 AM
Things to do next:

    Add EV Modpack new hairstyles for male characters
    Add Steampunk Cyborg Skin as optional skin
    Add Metal & Stone skins
    Include the missing particle fx of Phantom Slash skill

If you want to add more skin, I still find some other skins. Just tell me if you want to add more, and I'll find it again. ;)

More Skin
- CLOUDDANCER (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=812)
- Barbarian (https://steamcommunity.com/sharedfiles/filedetails/?id=201360324&searchtext=skin)
- Preacher Skin Add-on (https://steamcommunity.com/sharedfiles/filedetails/?id=312146552&searchtext=skin)
- Estherians / All Classes (https://steamcommunity.com/sharedfiles/filedetails/?id=445806438&searchtext=head)

- Eastern Male "https://www.runicgamesfansite.com/mod_downloads/skins-textures-tl2/download-299-[skin]-eastern-male.html"
- Mernac Pretty Face (https://www.runicgamesfansite.com/mod_downloads/skins-textures-tl2/download-251-mernac-pretty-tats-&amp;.html)
- Blue People (https://www.runicgamesfansite.com/mod_downloads/skins-textures-tl2/download-70-blue-people.html)
- Ember Blight Berserker (https://www.runicgamesfansite.com/mod_downloads/skins-textures-tl2/download-155-ember-blight-berserker.html)
- Ember Blight Berserker Tundra Shadow Hunter (https://www.runicgamesfansite.com/mod_downloads/skins-textures-tl2/download-203-ember-blight-berserker-tundra-shadow-hunter.html)
- LOBO (https://www.runicgamesfansite.com/mod_downloads/skins-textures-tl2/download-292-lobo.html)

Quote
Quote from: Sch123 on 29 October 2018, 16:12:53

    By the way, How about adding skills to the Embermage class? especially Summoning skills for the Guardian Element. :)

Yes, thank you. I'll add these summoning skills.

In Adding Skills, besides Summoning skill Embermage also has Toggle skill.
Do you think the idea of Adding Skills to give Toggle skills to Embermage can also be applied?


Quote
Quote from: Sch123 on 29 October 2018, 06:56:57

    General Passive

        "-1 to Weapon equipment requirements" effect on Offensive Mastery
        "-1 to Armor equipment requirements" effect on Defensive Mastery

    Note:
    Effect increases by 1 as we add points, on Max you will get 15.
    "-15 to Weapon equipment requirements"
    "-15 to Armor equipment requirements"

I'll try if I can implement this.

For the Weapon equipment requirements I hope to be able to function both Range & Melee weapons.
For Armor equipment requirements, I hope that it can function both Armor & Socketed item.

@Sch123 No, I don't think it is that simple. The male head has a different circumference than the female, so I don't think it will work by just transferring the code of female hairstyles into male's. We will need someone who is proficient in 3D application for this.

To Bad, even though it will add more variation if it can be done. :(
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on October 30, 2018, 05:49:47 AM
I'm only interested with Estherians / All Classes (https://steamcommunity.com/sharedfiles/filedetails/?id=445806438)

Fans of berserkers will need to include those mod in their load order.

@Sch123 what's your idea again for the toggle skill?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 30, 2018, 08:29:52 AM
I'm only interested with Estherians / All Classes

Fans of berserkers will need to include those mod in their load order.

Yeah, I also like Estherians. I hope berserker fans will like it. :D

I hope you can include all hairstyles in the Estherians (for female long hair). I think it's a shame if the Estherians Female Long Hair is only for NPCs. ;)

Female Estherians
(http://i.imgur.com/t4DtzmS.png)
New playable race - Estherians (http://New playable race - Estherians)
Male Estherians
(http://i.imgur.com/oqvmIoD.png)
New playable race - Estherians (http://New playable race - Estherians)

I also found a good Skin Syl the Sage Skin (https://steamcommunity.com/sharedfiles/filedetails/?id=1517251420) Mod

I wonder, Is it possible you also add skins that are used on BIA (https://steamcommunity.com/sharedfiles/filedetails/?id=150937197&searchtext=) & BIA-W (https://steamcommunity.com/sharedfiles/filedetails/?id=836884927&searchtext=)?
I like skin Face/Head & Hair on Musha, Brute Geezer, Part-Time Vendors and so on. :P

@Sch123 what's your idea again for the toggle skill?

This is my idea about toggle skills for Embermage.

Toggle skill (Inferno Tab)
Inferno [Share to Outlander]

⁃ Inspired from [Mongol Archer & Prophet – Toggle Skill] & [Pokémon Evolution Stone]

Fire Stone:
When using this skill you & your pet get blessing from Fire Guardian, the enemy around will be burned by Fire aura. Activating this skill will remove the effects of Ice Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:

Fire Shard [%Chance to reflect enemy attacks with Fire element]
Fire Barrier [%Chance to absorb Fire attacks into MP]

Effect for Pet:

Fire Fang [Fire damage to enemy] Fire Spirit [+Give Fire armor]
 
Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Critical Hit Chance & Silent
Tier III Bonus: +%Chance to Summoning a Small Fire Guardian that will explode on it's target .

Toggle skill (Frost Tab)
Frost [Share to Berserker]

⁃ Inspired from [Mongol Archer & Prophet – Toggle Skill] & [Pokémon Evolution Stone]

Ice Stone:
When using this skill you & your pet get blessing from Ice Guardian, the enemy around will be Freeze by Ice aura. Activating this skill will remove the effects of Fire Stone & Lightning Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:

Ice Shard [%Chance to reflect enemy attacks with Ice element]
Ice Barrier [%Chance to absorb Ice attacks into MP]

Effect for Pet:

Ice Fang [Ice damage to enemy] Ice Spirit [+Give Ice armor]

Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to slow Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Ice Guardian that will explode on it's target

Toggle skil (Storm Tab)
Storm [Share to Engineer]

⁃ Inspired from [Mongol Archer & Prophet – Toggle Skill] & [Pokémon Evolution Stone]

Lightning Stone:
When using this skill you & your pet get blessing from Lightning Guardian, the enemy around will be Shock by Lightning aura. Activating this skill will remove the effects of Ice Stone & Fire Stone. This skill is toggle able & you must refresh it upon investing a skill point [Toggle Skill]

Mana Cost: 15
Cooldown: 3 second

Effect for Player:

Lightning Shard [%Chance to reflect enemy attacks with Lightning element]
Lightning Barrier [%Chance to absorb Lightning attacks into MP]

Effect for Pet:

Lightning Fang [Lightning damage to enemy] Lightning Spirit [+Add Lightning armor]
 
Tier I Bonus: +Physical & Magic Damage
Tier II Bonus: +%Chance to stun Enemy & Silent
Tier III Bonus: +%Chance to Summoning a Small Lightning Guardian that will explode on it's target

Note:

For Tier III "% Chance to Summoning a Small Elemental Guardian effect that will explode on it's target", you may be able to use active skills in Summoning Ritual (https://steamcommunity.com/sharedfiles/filedetails/?id=144951431&searchtext=ritual) Mod "Ordeal of Sacrifice".

Even though there are only elemental fire summon, but I think it is adjusted to the element we choose. So when we choose Blessing from ice guardian we will summoning small ice guardian.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on October 31, 2018, 02:14:02 AM
@Sch123 No, I don't think it is that simple. The male head has a different circumference than the female, so I don't think it will work by just transferring the code of female hairstyles into male's. We will need someone who is proficient in 3D application for this.

Can you try some, I wonder what happens if it's done. I thought, if a large head size is a problem (Berserker & Engineer) maybe you can use the Embermage & Outlander head to be paired with a female hairstyle, because the size is not much different from the female head size. :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 02, 2018, 07:32:53 PM
PROGRESS UPDATE:

Spoiler
Things to do next:
  • Add EV Modpack (https://steamcommunity.com/sharedfiles/filedetails/?id=1154646289) new hairstyles for male characters
  • Add Steampunk Cyborg Skin (https://steamcommunity.com/sharedfiles/filedetails/?id=174665143&searchtext=skin) as optional skin
  • Try to add Estherians / All Classes (https://steamcommunity.com/sharedfiles/filedetails/?id=445806438) skins
  • Add Metal & Stone skins
  • Include the missing particle fx of Phantom Slash skill

General Passive
  • "-1 to Weapon equipment requirements" effect on Offensive Mastery
  • "-1 to Armor equipment requirements" effect on Defensive Mastery
Note:
Effect increases by 1 as we add points, on Max you will get 15.
"-15 to Weapon equipment requirements"
"-15 to Armor equipment requirements"
I'll try if I can implement this.

By the way, How about adding skills to the Embermage class? especially Summoning skills for the Guardian Element. :)
Yes, thank you. I'll add these summoning skills.
Done. I also added scroll learning efficiency into Focus Mastery.

- New particle fx for Engulfing Flame bot's attack
- Added skills'' main skill data now have their own file and folder location


KNOWN ISSUES:

- Stone skin seems to have a graphical issue
- Most added skills' icons when inactive doesn't show their gray version (luckily, my added engr skills are not affected)


KNOWN PENDING:

- 3 more added skills for Ember Mage
- Tier 3 of Dodge Mastery to be improved
- Electric Shock new effect of full heal on condition (still not sure if should be implemented, due to many conditions are needed and it could be OP, but I'm thinking about it.)
- Mismatch animations that need custom animations (Chances are dire)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 02, 2018, 09:31:53 PM
Test Update (Only with Skill Expansion):

There are still skills that don't work.
- Poison Tornado
- Blood Lust
- Spirit of Death
- Root of Life
- Root of Death
- Pool of Death

The Guardian of Fire skill only appears in the Outlander Share skill, while in Embermage does not.

Animated particles from Storm Vortex are still problematic.



Other:

- You can remove the equip requirements for the Thunder Strike skill
- Can you add a bleed effect to the General Passive "Minion Mastery" so he has the opportunity to give bleed status when attacking an opponent? ;)

Skin:

- I think there is still one long Female Estherians hair that hasn't been added.
Female Estherians
New playable race - Estherians (http://New playable race - Estherians)
(http://i.imgur.com/t4DtzmS.png)
- You're right, it seems that the Stone skin seems to have a graphical issue. Maybe it's better to remove the skin

- And also I found there are several skins that are the same as each other. I suspect it was because, on some skins that were added using the same face / head but did not change the color of the skin or did not change his face. For example the Naked Cyborg skin that uses the same facial skin as the original skin. Because we use the Alternative outfit, the Naked skin Cyborg is covered with outfit so it looks the same as vanilla skin. That's the cause of a double skin. Can the skin that has no face change, don't be included to the expansion skill, to reduce the double skin.

For example on Male Embermage Hair Style no. 1,2,9,14,24,45. It also occurs in other classes and female classes.

- There are also hair colors that also change the color of Ear & Horn animal.

For example on Male Embermage Hair Color no. 48,49,50,51. It also occurs in other classes and female classes.

- I also found the number of hair colors is different, Male (51) and Female (52) hair colors.
- I see a repetition of hair color, is it really made like that? can it be that there is no repetition of hair color.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 03, 2018, 03:43:59 AM
It would be difficult to determine which haircolor should be removed or not. Maybe you can help me filter out those who should remain. My idea is to give you the files themselves and return it back to me, delete the ones you don't want. (Note: These are DDS file, you might need your computer to be able to view them)

I found it weird too, that the total haircolor for male and female are different. They both use the same files only different tagging inside the wardrobesets.dat

About the recurring skins, can you provide me their numbers?...maybe the order in-game is based on the order where I put them in the code. So that I can pin-point which ones to remove.

The female estherian long hair you referring to is not in the mod files. I cannot make it up so, that's why it is not included.

Fixed Ember Mage's Fire Guardian, thanks.

I found the missing file of Storm Vortex.

I found the missing file of Poison Tornado.

Blood Lust, Spirit of Death, Root of Life, Root of Death, and Pool of Death must be missing Stat data issue, all are found and included.

Thunder Strike weapon req has been removed.

(See attachment file)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 03, 2018, 01:11:44 PM
Skills that can work well:

- All Elemental Guardian Summoning
- Poison Tornado
- Phantom Slash
- Phantom Strike
- Thunder Strike

Skills that can work but there's a problem:

- Storm Vortex = fx has appeared so well but the skill effect doesn't work. When you use it to the enemy, nothing happens with the enemy
- Pool of Death = the skill effect works well but there is a problem with fx
- Guardian of Darkness = You can only get a maximum of 6 Werewolf, and each of your summon you will call 2 werewolves. But at the first call I got 3 werewolves that were supposed to be 2 werewolves.

Skills that not work at all:

- Blood Lust, Spirit of Death, Root of Life, Root of Death

There are also some skills that have no effects / affixes on information skills.

- Root of Death, Storm Vortex



For Female esterian long hair maybe you can get it here:

New playable race - Estherians (http://forums.runicgames.com/discussion/58675/suggestion-new-playable-race-estherians)

Other Face & Hair Style:

Syl the Sage Skin's (https://steamcommunity.com/sharedfiles/filedetails/?id=1517251420) hair and face are also good

Skin Problems:

I'm tracing the skin that's problematic, it takes a little time. It's finished with the Male section in the Female section.

By the way, I have a suggestion for Hair Color:

Because we use several skins from several mods, maybe I can pin point the hair color of each Mod, so there are no recurring colors.

For example: For Female hair, the color of hair from Female Outlander on Edrobot's Exotic Skins No 25-32.

so only that color is added from the many hair colors in Edrobot's Exotic Skins. Is this method good enough to reduce recurring colors? ::)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 03, 2018, 02:14:10 PM
I have also seen .DDS files for hair color, but I find it hard to determine which colors are suitable for adding. :P

I think, if you use the hair coloring method from the Alternate Outfits, the hair color won't repeat.

The idea is to only use hair color files from Alternate Outfits and some hair color files for Female from Edrobot's Exotic Mod. And later Male will have 24 hair colors while Female will have 32 hair colors.

Also don't use the hair color from the vanilla file either, because there will definitely be a recurring hair color due to the hairstyle owned by Outlander (Bandana, Headband, Hair Tie). It seems like the Alternate Outfits also doesn't use the vanilla hair color file, more precisely he discards the duplicate hair color.

Male:  (24 Hair Color)

Alternate Outfits No 1-24

Female: (32 Hair Color)

Alternate Outfits No 1-24
Edrobot's Exotic Skins No 25-32 (test on Outlander)



I have finished checking the skin of Male & Female. :)
For Female I need further checking, but Female seems don't have a lot of problems like Male. :D

(See attachment file)  :P
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 05, 2018, 06:06:31 AM
Quote
Hair Color No 48-51 (???)
Is from Estherian Classes

Spoiler
   [WARDROBE_FEATUREOPTIONS]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1000 << 1 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1001 << 2 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1002 << 3 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1010 << 4 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1011 << 5 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1012 << 6 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1020 << 7 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1030 << 8 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1031 << 9 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1032 << 10 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1040 << 11 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1041 << 12 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1050 << 13 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1051 << 14 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1052 << 15 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1100 << 16 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1101 << 17 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1102 << 18 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1103 << 19 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1104 << 20 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1105 << 21 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1106 << 22 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1107 << 23 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1108 << 24 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1109 << 25 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1110 << 26 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1111 << 27 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1112 << 28 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:1113 << 29 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201000 << 30 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201003 << 31 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201004 << 32 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201005 << 33 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201006 << 34 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201007 << 35 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201009 << 36 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201010 << 37 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201011 << 38 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201031 << 39 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201032 << 40 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201033 << 41 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201054 << 42 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201055 << 43 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201056 << 44 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201066 << 45 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201067 << 46 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201069 << 47 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:201196 << 48 << Unleash the Rainbow / Alternate
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:519201000 << 49 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:519201001 << 50 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:519201002 << 51 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIRCOLOR
         <INTEGER64>VALUE:519201003 << 52 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:111 << 1 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:112 << 2 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:113 << 3 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:114 << 4 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:121 << 5 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:122 << 6 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:123 << 7 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:124 << 8 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:131 << 9 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:132 << 10 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:133 << 11 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:134 << 12 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:141 << 13 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:142 << 14 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:143 << 15 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:144 << 16 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:1346812532166490697 << 17 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:1663529285712922574 << 18 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:1761099441386967872 << 19 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-2463805405007754848 << 20 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:3397060309665335288 << 21 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-4874019469968724315 << 22 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-5990985390148776975 << 23 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:7139724374746931002 << 24 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:7339420583751936873 << 25 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:7896043297785225334 << 26 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-8459412771252767275 << 27 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:8576942404535192232 << 28 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-8636380113866534966 << 29 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-9094973107757964008 << 30 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-9123787599607171758 << 31 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:-9169226116349895096 << 32 << Animal
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:51920141 << 33 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:51920142 << 34 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:HAIR
         <INTEGER64>VALUE:51920143 << 35 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:41 << 1 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12111 << 2 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12112 << 3 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12121 << 4 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12123 << 5 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12124 << 6 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12131 << 7 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12132 << 8 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12133 << 9 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12134 << 10 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12141 << 11 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12142 << 12 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12143 << 13 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:12144 << 14 << Vanilla
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172125 << 15 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172126 << 16 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172127 << 17 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172128 << 18 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172129 << 19 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172130 << 20 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172138 << 21 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172158 << 22 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172159 << 23 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172160 << 24 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172161 << 25 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172162 << 26 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172163 << 27 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172164 << 28 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172165 << 29 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172166 << 30 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172167 << 31 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172168 << 32 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172169 << 33 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172170 << 34 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172171 << 35 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:172172 << 36 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:192031 << 37 << Cyborg
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:192032 << 38 << Cyborg
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:192033 << 39 << Cyborg
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:192034 << 40 << Cyborg
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:2301199399065698249 << 41 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:-2708804446006675188 << 42 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:8279599265904548094 << 43 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:-8392695862694407086 << 44 << Exotic
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:5192012111 << 45 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:5192012112 << 46 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:5192012113 << 47 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:5192012114 << 48 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:5192012115 << 49 << Estherian
      [/FEATUREOPTION]
      [FEATUREOPTION]
         <STRING>TYPE:FACE
         <INTEGER64>VALUE:5192012116 << 50 << Estherian
      [/FEATUREOPTION]
   [/WARDROBE_FEATUREOPTIONS]
You are accurate on the Skin/Face and the hairstyles.

The haircolors on the other hand, 16-29 are from Edrobot's Exotic Skins mod. Also you lack 1 feature/count, total of female haircolors should be 52 (based on the code).

As you can see in the code, no values are the same. All were meticulously applied, the problem I'm facing is not code-wise but actual appearance in-game.

Now, that you have the grasp on what the visual look and code view. I think you can point out which features (count) should we leave behind or which to be removed.

Example:
For Haircolors: Leave 1-15 of vanilla, 30-48 of Alternate, and 49-52 of Estherian

*Male and Female do not share same codes but I think we can make them have equal counts, please provide me also for the Males, on which should remain in the mod.

**Haircolors for Male and Female have different coding values but they both use the same file (PNG / DDS).

Also, I think the estherian hair colors are essential for the estherian hairstyles to be colored properly, using other haircolors made them look like black hair with colored highlights :P (Which is cool too).

The one you linked, the original thread for Estherian Classes, is just the same with the one I used. Both do not contain the long-haired female estherian. He said on the thread that he will leave out that hairtype and make it into an NPC. Although I'm not sure where we can obtain it.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 05, 2018, 01:32:52 PM
Other Face & Hair Style for Female:

Syl the Sage Skin's (https://steamcommunity.com/sharedfiles/filedetails/?id=1517251420) hair and face are also good. Are you interested in adding this too? :)



I want to ask about Hair Color for Vanilla. Does the color for vanilla only have 15, as far as I know there are 18. Sorry if I'm wrong. :P

6 colors x 3 accessories.
Color: Brown, Black, Blond, Red, Gray, White.
Accessories: bandana, headband, hair tie (with 3 different color "Red, Green, Blue")

The missing color from Vanilla
Male: White + Red, White + Blue, White + Green
Female: Blond + Green, Blond + Blue, Gray + Blue

And for Esterian Hair Color It Looks good on Esterian's (Bread, Mustache) face & hair, but not for face & hair that uses Google, Eye Patch, Horn. The color also changes all of it into one color with hair color. And also make Bandana, Headband, Hair Tie to be brown. Is there a solution to fix this?

I'm not sure if Hair color No. 48 is included in Unleash the Rainbow / Alternate, I'm more sure if he belongs to Esterians. Because only esterian hair color changes the color of hair accessories to brown & also affect horn color.

For Exotic Hair Color there is a slight difference between Male and Female. In Female there is a unique hair color while in Male there is no.

My opinion for hair color:

Male
Vanilla << No: 1-15 + 3 missing color
Unleash the Rainbow / Alternate << No: 30-47
*Estherian << No: 48-52

Female
Vanilla << No: 1-15 + 3 missing color
Exotic << No: 22-29
Unleash the Rainbow / Alternate << No: 30-47
*Estherian << No: 48-52

*Note:
I am still doubtful about add Esterian Hair Color, because this color does not work well on face hair other than esterian & this also affects other head / face accessories. But on the other hand it looks good on Esterians. ???



Request: ;D

General Passive >> "Minion Mastery"

- Add a chance for to do bleed effect to the General Passive "Minion Mastery" so he has the opportunity to give bleed status when attacking an opponent.

"convey 2% physical damage (base on Pet max damage) over 5 seconds" >> on Max rank "convey 30% (base on Pet max damage) physical damage over 5 seconds"
2,4,6,8,10,12,14,16,18,20,22,24,26,28,30

- Add a decreased Pet's travel time to the town.

"10% decreased pet town travel time" >> on Max rank "80% decreased pet town travel time"
10,15,20,25,30,35,40,45,50,55,60,65,70,75,80

General Passive >> "Vitality Mastery"

- Add Potion of effectiveness. So any Potion effects and duration will get stronger and a little longer.
"+2% Potion of effectiveness" >> on Max rank "+30% Potion of effectiveness"
2,4,6,8,10,12,14,16,18,20,22,24,26,28,30



After trying to play using the Berserker class, I had the idea to change some skills to make it more suitable & more unique. And I also have the idea of Toggle Skill so it can save a little time.

Can you change the name "Blood Lust" to "Bloodlust".

Also Spirit of Death & Bloodlust Need Tier Bonus

(See attachment file) :P
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 07, 2018, 05:12:52 AM
@doudley Can you see files in this Happy's DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) mod, because there are new skins there. If there are new skins as they are said, I think that skin can replace porcelain skin. :)

new skin
(https://steamuserimages-a.akamaihd.net/ugc/577876801472539504/AF5814BE0DAB488AFD903F3983EEE4448DED44AB/)
(https://steamuserimages-a.akamaihd.net/ugc/577876801472546207/2F7C76C5CAA69F3377E820720B505E925755746B/)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 07, 2018, 05:46:18 AM
I like those new changes for general passives and thank you for the number of haircolors.

Will I use, the toggle skills of blade dancer into ember mage proposed toggle skills? I don't think elemental mastery should be focused on berserkers. I think berserkers should remain shadowy, cold, and brutal.

Have you tried my BiA mod? There you can use korg and skaar, they have the special skill to charm enemies...you can witness its power and it is definitely too much, possibly the reason why the devs removed that effect in the actual game. I'm not against it entirely but I merely request to decrease its chance to work and please provide duration.

And yeah, feel free to post your desired new skill icon look. I can compile and convert them myself.

If Syl the Sage skin mod can be scrapped, then we will include it in our mod.

About the vanilla hair colors, this time, I will add them from the original data and not from other mods so that we can avoid discrepancies.

Estherian hair color, maybe I can tweak it to include coloring of facial hair. We'll see.

#48 hair color, you saw the values, its 201196. Estherian uses 9 digit values "519201000".

But maybe, the #48 in-game is #49 in the code, that's why you see it for sure that it is not from estherian.

Btw, are you sure if I follow your number of hair colors, there would be no more duplicate or similarly similar color hue?

@doudley Can you see files in this Happy's DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) mod, because there are new skins there. If there are new skins as they are said, I think that skin can replace porcelain skin. :)

new skin
(https://steamuserimages-a.akamaihd.net/ugc/577876801472539504/AF5814BE0DAB488AFD903F3983EEE4448DED44AB/)
(https://steamuserimages-a.akamaihd.net/ugc/577876801472546207/2F7C76C5CAA69F3377E820720B505E925755746B/)
OK, I'll do that and good job finding this mod.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 07, 2018, 08:24:45 AM
I like those new changes for general passives and thank you for the number of haircolors.

I'm glad if you like it & You are welcome. :D

Will I use, the toggle skills of blade dancer into ember mage proposed toggle skills?

You don't have to use that, I suggested that so we don't need to make it from scratch, indeed there is still a need to add it here and there. But if you are more comfortable to make toggle skills from scratch I don't mind. :)

I don't think elemental mastery should be focused on berserkers. I think berserkers should remain shadowy, cold, and brutal.

The reason I asked to replace some additional Berserker skills:

- The Phantom Slash skill turned out to be quite similar to Ravage's skill so I asked to be replaced with a no less ferocious skill, the Cruelty skill from Blade Dancer. If you have tried it, this skill is very suitable for a brutal Berserker. Very suitable for 1vs 1 with strong opponents, for example, against Champion & Boss.

- As for the Storm Vortex skill I asked to be replaced with the Tempest skill (Thunder Storm from Blade Dancer) because I felt the Berserker class was still lacking in skill for area control. Where if we face a lot of opponents this skill becomes the right solution. And this skill matches the Berserker "Tundra" Skill Tab in which there are elemental Ice & Lightning skills. And when it comes to brutality, cold & shadow, I guarantee that the Tempest skill (Thunder Storm from Blade Dancer) can be categorized into that. In addition, when we use these skills will change the atmosphere to be very cloudy, and Lightning struck from the sky attacking the enemy.

Have you tried my BiA mod? There you can use korg and skaar, they have the special skill to charm enemies...you can witness its power and it is definitely too much, possibly the reason why the devs removed that effect in the actual game. I'm not against it entirely but I merely request to decrease its chance to work and please provide duration.

For charm Tier bonus II Spirit of Death I got the idea from a Ninja class Charm skill.

Tier bonus Spirit of Death
Tier 1 Bonus

   •   -10% Enemy Armor Reduce
   •   -11% Enemy Armor Reduce
   •   -12% Enemy Armor Reduce
   •   -13% Enemy Armor Reduce
   •   -14% Enemy Armor Reduce
   •   -15% Enemy Armor Reduce
   •   -16% Enemy Armor Reduce
   •   -17% Enemy Armor Reduce
   •   -18% Enemy Armor Reduce
   •   -19% Enemy Armor Reduce
   •   -20% Enemy Armor Reduce

Tier 2 Bonus

   •   +2% Chance to Charm the Enemy to fight for you for 5 second
   •   +4% Chance to Charm the Enemy to fight for you for 5 second
   •   +6% Chance to Charm the Enemy to fight for you for 5 second
   •   +8% Chance to Charm the Enemy to fight for you for 5 second
   •   +10% Chance to Charm the Enemy to fight for you for 5 second
   •   +10% Chance to Charm the Enemy to fight for you for 10 second

Maybe it can be made so Charm doesn't work on the Champion & Boss

Tier 3 Bonus

Aura also Do 500 - 1000 Physical Damage to the Enemy*

*Improve with player level

if the damage is too high for you, you can lower it so it's not too high.

And yeah, feel free to post your desired new skill icon look. I can compile and convert them myself.

Awesome, I will look for an icon skill if it matches the theme and skill effect. I just feel less comfortable if there is the same skill icon, at least there is no same skill icon in one class.

If Syl the Sage skin mod can be scrapped, then we will include it in our mod.

Thank you, hope it can be scrapped. :P

Estherian hair color, maybe I can tweak it to include coloring of facial hair. We'll see.

No 48-52, It Looks good on Esterian's (Bread, Mustache) face & hair, but not for face & hair that uses Google, Eye Patch, Horn. The color also changes all of it into one color with hair color. And also make Bandana, Headband, Hair Tie to be brown.

Btw, are you sure if I follow your number of hair colors, there would be no more duplicate or similarly similar color hue?

At least there will be a repetition of hair color when using Hair Style with accessories. Because that is what is in vanilla, while for other additional colors there seems to be no repetition.

@doudley Can you see files in this Happy's DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) mod, because there are new skins there. If there are new skins as they are said, I think that skin can replace porcelain skin. :)

new skin
(https://steamuserimages-a.akamaihd.net/ugc/577876801472539504/AF5814BE0DAB488AFD903F3983EEE4448DED44AB/)
(https://steamuserimages-a.akamaihd.net/ugc/577876801472546207/2F7C76C5CAA69F3377E820720B505E925755746B/)
OK, I'll do that and good job finding this mod.

I think we can also use some icon skills from this mod. ;D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 08, 2018, 12:56:28 AM
Thank you for justifying your choice. I'm convinced to replace Phantom Slash with Cruelty from Blade Dancer class and replace Storm Vortex with Thunder Storm from Blade Dancer then change its name into "Tempest" (I like this new name too).

I will use this new Tier Bonus for Spirit of Death skill:
Spoiler
Tier 1 Bonus

   •   -10% Enemy Armor Reduce
   •   -11% Enemy Armor Reduce
   •   -12% Enemy Armor Reduce
   •   -13% Enemy Armor Reduce
   •   -14% Enemy Armor Reduce
   •   -15% Enemy Armor Reduce
   •   -16% Enemy Armor Reduce
   •   -17% Enemy Armor Reduce
   •   -18% Enemy Armor Reduce
   •   -19% Enemy Armor Reduce
   •   -20% Enemy Armor Reduce

Tier 2 Bonus

   •   +2% Chance to Charm the Enemy to fight for you for 5 second
   •   +4% Chance to Charm the Enemy to fight for you for 5 second
   •   +6% Chance to Charm the Enemy to fight for you for 5 second
   •   +8% Chance to Charm the Enemy to fight for you for 5 second
   •   +10% Chance to Charm the Enemy to fight for you for 5 second
   •   +10% Chance to Charm the Enemy to fight for you for 10 second

Maybe it can be made so Charm doesn't work on the Champion & Boss

Tier 3 Bonus

Aura also Do 500 - 1000 Physical Damage to the Enemy*

*Improve with player level

if the damage is too high for you, you can lower it so it's not too high.
And yeah, I'll try to negate the effect to boss & champions. (Unless it is already implemented)

About estherian hair colors that doesn't exclude the goggles, horns, etc...I'm not sure if I can fix that  kind of problem but I'll try to fix it if it is possible without going into meshes.

About recycling skill icons from deathknight mod, just point me what icon to use and where to use it our mod.

Hopefully tomorrow, I can get back into coding. So far, my week has been busy. If not tomorrow, I still have this Saturday. I plan to send you a new test build this coming weekend so that we can move the progress faster.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 08, 2018, 04:24:12 AM
I think we also should slightly change the skill description, to make the skill slightly different from the original skill. What do you think? :)

For example: like the "shunpo" skill from ninja, which uses the skill name in the description so it doesn't match with the new skill name.

Thank you for justifying your choice. I'm convinced to replace Phantom Slash with Cruelty from Blade Dancer class and replace Storm Vortex with Thunder Storm from Blade Dancer then change its name into "Tempest" (I like this new name too).

Can you tweak the Tempest skill when we cast the skill then a trumpet also will be heard. You can use the sound of the trumpet in the Mongol Archer skill "Ranger Squad". I imagined, it like a warning before the storm came. ;D

Don't forget to change the name of Cruelty >> Asura ;)

I also thought about changing the skill name Phantom Strike >> Reaper

About recycling skill icons from deathknight mod, just point me what icon to use and where to use it our mod.

There are some icons that are not suitable but I want to know your opinion whether this is good or not to change that icon.

(See attachment file) :P
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 10, 2018, 09:01:41 AM
Change Adding Skill

> Done applying the requested changes in here


Need Tier Bonus

> I would need more time to create this due to lack of time for coding


Change Skill Icon

> Honestly, I prefer your own researched icons.


And yeah, if there are needed change in the skill descriptions, feel free to provide. Its an easy enough task to change those anyway.



P.S.  :-[ Darn it!...I forgot to back up the mod files, I'm already on may way back to my home. This means, I won't be able to build a test mod this weekend. Sorry.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 10, 2018, 01:40:07 PM
Change Adding Skill

> Done applying the requested changes in here

Awesome ;D

Change Skill Icon

> Honestly, I prefer your own researched icons.

The Icon from Happy DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) Mod Or some icon that I tried to make? :P

if you don't mind with the one here Happy DeathKnight (https://steamcommunity.com/sharedfiles/filedetails/?id=185285578&searchtext=dark+knight) Mod, maybe the old icon can all be replaced with this one.

but if you don't mind with the icons that I make, I will try looking for ingredients that match the skill and try to make an icon from it.

And yeah, if there are needed change in the skill descriptions, feel free to provide. Its an easy enough task to change those anyway.

Ok, I will try to see skill that needs a change of description ;)

P.S.  :-[ Darn it!...I forgot to back up the mod files, I'm already on may way back to my home. This means, I won't be able to build a test mod this weekend. Sorry.

It's okay, there's still another time :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 13, 2018, 09:10:36 AM
@doudley I have an idea to add Secondary Effect to the skill of Heavy Lifting (Engineer). Like temporarily changing the type of weapon.

•   Can use Polearm Weapon with one hand on the right hand when the left hand uses a Shield (Require Shield on Left Hand). Inspired from 2H to 1H Type 01 (https://steamcommunity.com/sharedfiles/filedetails/?id=136873039&searchtext=2h+weapon) Mod.

I think if the Polearm can be changed to a different type of weapon for temporarily, I recommend using the attack animation wand type. Because if you use that type, then polearm attack will look like stabbing an opponent rather than using a type of weapon such as a sword, axe & mace, it will look like cutting an opponent.

I don't know whether it will change the way he holds a weapon or not. Because when he uses a weapon type such as a sword, axe & mace the way he holds it's suitable.

Note:
Just use Polearm weapon, because only that weapon looks good when held. ;)

I don't know whether this is a good idea or not, but it seems interesting if it can be done. Especially if the effect only works if we are wearing a Shield on left hand, so that it won't change the game too much & also it can increase attack variation with weapons. For example Shield + Polearm = Phalanx. :D

The reason why I gave idea to the Engineer class and not to the General passive skill was because, that class very supportive for Shield users rather than the other 3 classes. It also can be its own uniqueness for the class Engineer. :P

I also wondered, if the shotgun could also be made like that?
Shield + Shotgun = it seems like a good combination. ::)
I'm just afraid of animations that don't support that idea. :(
Inspired from DualWield (https://steamcommunity.com/sharedfiles/filedetails/?id=137254289&searchtext=) Mod



I also have the idea of adding the effects of Deep Penetration skills especially the effect that gives a Burst attack to the enemy behind the target. Also other idea (See Attachment for more details) ;)



Maybe for a while to fill in the blanks of 3 skills on Embermage we can use skills from the Bladedancer class, until we find or make a skill that really suits him.

- Flame Armor (Infernal State from Bladedancer)
- Frost Armor (Glacial State from Bladedancer)
- Strom Armor (Dazzling State from Bladedancer)

Maybe need to change the icon to be different from the other icon. :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 17, 2018, 03:16:05 AM
I'm pretty sure that all of your proposition for shield+twohandwield weapon into single wield are possible but sad to say that these involve 3D animation/editing know-how. Except of course, the idea for switching from 2hand into 1hand with a single weapon type at will, this I have heavy doubt that could be possible.

If I get to have some time, I'll try to reverse engineer that mod.
(https://steamcommunity.com/sharedfiles/filedetails/?id=136873039)

DualWield looks interesting too.
(https://steamcommunity.com/sharedfiles/filedetails/?id=137254289)

Maybe after we complete Skills Expansion, we can upload 2 versions. One with normal wield and another for dualwield.

I have a problem with Death Knight mod, it doesn't seem to have the new skins that it claims to have.

I already filled ember mage's 2nd, 4th, and 6th added skills with blade dancer's toggle skills last week.

Working on Exact Added Skins/Hair/HairColors right now, after I'll work on "Add effect skill to Passive skill.pdf" and "Need Tier Bonus.pdf"



Done coding for this week. Finished with added skins, hairstyles, and hair colors.

Total Skin: Male (58) / Female (49)
Total Hair Style: Male (44) / Female (37)
Total Hair Color: Male (46) / Female (46)

That's the only time I have right now, I'll try to build this later right away.
https://drive.google.com/open?id=1Xgy4uLqIDnycwnSIykUrKop60sJbwEpF
(I'd made sure to backed-up this time ;))

I'll work on "Add effect skill to Passive skill.pdf" and "Need Tier Bonus.pdf" next week.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 17, 2018, 09:19:15 AM
Quote
I'll work on "Add effect skill to Passive skill.pdf" and "Need Tier Bonus.pdf" next week.

Also this one ;)

Spoiler
Request: ;D

General Passive >> "Minion Mastery"

- Add a chance for to do bleed effect to the General Passive "Minion Mastery" so he has the opportunity to give bleed status when attacking an opponent.

"convey 2% physical damage (base on Pet max damage) over 5 seconds" >> on Max rank "convey 30% (base on Pet max damage) physical damage over 5 seconds"
2,4,6,8,10,12,14,16,18,20,22,24,26,28,30

- Add a decreased Pet's travel time to the town.

"10% decreased pet town travel time" >> on Max rank "80% decreased pet town travel time"
10,15,20,25,30,35,40,45,50,55,60,65,70,75,80

General Passive >> "Vitality Mastery"

- Add Potion of effectiveness. So any Potion effects and duration will get stronger and a little longer.
"+2% Potion of effectiveness" >> on Max rank "+30% Potion of effectiveness"
2,4,6,8,10,12,14,16,18,20,22,24,26,28,30
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 17, 2018, 03:15:07 PM
TEST BUILT Ver 7

- Added Skills for Engineer = Complete. Waiting for Ember Mage +skills to be finalized.
- Added Skills for Berserker = Complete. Tiered Passives not yet done. Waiting for Ember Mage +skills to be finalized
- Added Skills for Outlander = Complete. Waiting for Ember Mage +skills to be finalized.
- Added Skills for Ember Mage = Complete but not yet finalized.

- New added Berserker skills
Spoiler
Replace Phantom Slash with Asura (Cruelty skill from Blade Dancer class) and Storm Vortex with Tempest (Thunder Storm skill from Blade Dancer

- New added Ember Mage skills
Spoiler
- Flame Bound (Infernal State from Blade Dancer)
- Frost Bound (Glacial State from Blade Dancer)
- Storm Bound (Dazzling State from Blade Dancer)

- Additional Skins, Hair Styles, and Hair Colors
Spoiler
Total Skin: Male (58) / Female (49)
Total Hair Style: Male (44) / Female (37)
Total Hair Color: Male (46) / Female (46)

>

@Sch123  Syl Skin mod cannot be scrapped because it uses a character model only, no wardrobe data can be taken.

(See attachment for the mod file)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 17, 2018, 08:20:15 PM
Test Update Ver 7

There are still some problems with the skill, but before that I congratulated him on finding a skin long hair for female that is in esterian mod. :)

And I also just realized you have also replaced the attack animation from ENGULFING FLAME BOT with an attack animation from FIRE EATER skill from Double Agent class (Variant class), it's so cool.  :o

Can you also replace the attack animation from ARTILLERY with an attack animation from CANNON BALL skills from the Dread Pirate class (Variant class)? ::)
 

Problems:

General
- Skin Stone No 30 in Male has not been removed (All classes)
- Hair Color 28-42 makes hair & accessories white (Male & Female)
- Hair color for Female still missing some unique color. Therefore, Female hair color will be have more than Male. But if this color can be added also to Male, it will definitely be good.

Embermage
- Skill Flame, Frost, Strom Bound don't work properly. The skill can be used simultaneously.

Berserker
- Asura's skill doesn't work properly. The the player does not disappear in the dark, it is not like the original skill in the Bladedancer class. And also at the end of the skill there should be a laugh.
- Tempest skills don't work properly. Skill does not shoot Lightning from the sky like the original skill that is in the Bladedancer class. Only the sky is looks cloudy.
- The Thunder Strike skill doesn't work properly. Skill on tier 3 which effects can attack with Lightning Storm does not damage at all enemies.
- Bloodlust's skill doesn't work properly. The player cannot eat the corpse of the enemy. Also The Blood Lust skill name hasn't been changed to Bloodlust

Outlander
Note:

More or less the problem is only in the Animation / Texture skill

- The Pool of Death skill doesn't work properly. The animation of the skill texture looks strange.
- The Spirit of Death skill doesn't work properly. The animation / texture of the Spirit is not seen possessed the opponent.
- Skill Root of Death does not work properly. Animations / textures from Root to attack enemies are not called / seen.
- Root of Life skills don't work properly. Animation / textures from Root to eat the bodies of enemy enemies is not called / seen.

For more details: [See Attachments] ;)



I also found that good skills were more or less like Tempest skills, namely Sword Rain from Double Agent skill. Only different in the duration of the skill to work.

At Tempest, the skill duration works 25 seconds. Then during that lightning will hit 1 opponent and cause damage area. While Sword Rain, skill duration works 1 second (Per cast). But the sword will hit all opponents around within a certain distance.

Sword Rain also looks like a skill combined with skill Sword & Elemental Magic skill. It's also suitable for Berserker who use weapons as the main ones compared to Elemental magic as sub skills unlike Embermage which focuses on magic.

Which do you think is better?
I just thought, could Sword Rain be made to have a duration like Tempest skill? ::)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 17, 2018, 09:53:45 PM
I also wondered if you could add Face & Hairstyle from TL1CP (https://steamcommunity.com/sharedfiles/filedetails/?id=698429323&searchtext=TL1cp). Because there are some unique Face & hairstyles there, like on Alchemist & Destroyer. Also unique Hair Color for female class. ::)

Note: More or less the unique color of hair for female is the same as that of exotic ones ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 18, 2018, 12:50:26 AM
Yeah, I encoded each wardrobe feature from scratch and did not rely on other / original modder's coding. All additional wardrobe features have my own unique ID taggings.

Btw, I thought you understood that the hair color codes uses the same file for both male and female. That is why they have an equal total count. Skins and Hair Styles use different files for male and female.

The #28-42 hair color, yeah, I forgot to include the dds files.

Skin Stone, I'm hoping it could still be fixed, I though, it is just an encode error that causes the graphical bug but maybe it is a texture issue. I'll try darkening them and if it stills bugs out then it really needs to be removed.

Asura skill, doesn't seem to have the laughing sound you mentioned. The data doesn't seem to be missing anything.

Same with Thunder Strike, can't seem to find any missing data.



TEST BUILD Ver 8
(See attachment for the mod file)

- Attempted to fix skins

- Added metal skin for male, removed cyborg male #4

- Clean up wardrobe folder, removed vanilla files

- Fixed Ember Mage Toggle skills

- Fixed Tempest skill, included missing affix

- Fixed Blood Lust skill, included missing stat

- Fixed Pool of Death skill, included missing textures

- Fixed Spirit of Death skill, included missing particle fx

- Fixed Root of Life / Death, included missing vine/snake model
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 18, 2018, 02:10:51 AM
TEST UPDATE Ver 8

Quote
Btw, I thought you understood that the hair color codes uses the same file for both male and female. That is why they have an equal total count. Skins and Hair Styles use different files for male and female.

Hmm..Can't just add hair color to the female without adding hair color to the male?

But as I once said, for Female there is a unique hair color from Exotic mod, which will give a difference in the amount of hair color between Male and Female.

But if you can also can give that unique hair color to Male, it might not change the number of hair colors on Female & Male.

for example male & female hair color is 30, and female hair color no 10-15 has a different hair color whereas male 10-15 uses the same hair color as vanilla (this is one that causes repeated hair color on Male). :)

Quote
The #28-42 hair color, yeah, I forgot to include the dds files.

Missing hair color has been fix

Quote
Skin Stone, I'm hoping it could still be fixed, I though, it is just an encode error that causes the graphical bug but maybe it is a texture issue. I'll try darkening them and if it stills bugs out then it really needs to be removed.

Skin stone for Male & Female still looks weird.

Also Skin metal for Male also looks weird just like skin stone, but the metal skin looks good on Female

Quote
Asura skill, doesn't seem to have the laughing sound you mentioned. The data doesn't seem to be missing anything.

Asura, When a player uses Asura skills, the player should disappear and cannot be attacked by an opponent (such as disappearing in the dark) as long as the skill is working, and will reappear when the skill is finished.

For the laugh section at the end of the skill, I just realized that the Bladedancer class only happened to Female but did not happen to Male. Maybe you can see and used on the Female Bladedancer

Quote
Same with Thunder Strike, can't seem to find any missing data.

Thunder Strike, Aside from lightning not giving damage to the opponent, it seems like the player is even hit by a damage area caused by lightning.

Quote
Ember Mage Toggle skills

Ember Mage Toggle skills, there is no Particle FX (Elements Aura) on the player not visible.

Quote
- Fixed Tempest skill, included missing affix

Tempest skill, lightning storm still isn't strike the enemy.

Quote
- Fixed Blood Lust skill, included missing stat

Already fixed, players can eat corpses and the effects of the skill work properly. Only less Tier skill effects.

Quote
- Fixed Pool of Death skill, included missing textures

Pool of Death, textures / particle fx it still looks weird

Quote
- Fixed Spirit of Death skill, included missing particle fx

Spirit of Death, textures / particle fx it still looks weird. And the tier skill effect doesn't work (hasn't it been given yet? But I've seen it in the description)

Quote
- Fixed Root of Life / Death, included missing vine/snake model

Root of Life / Death, If I am not mistaken, I see that there is a kind of very small snake/worm when this skill is activated. But it's not vine like the original skill. Also textures / particle fx when the vine eats a corpse it still looks weird.

For more details: [See Attachments] ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 18, 2018, 07:39:48 AM
TEST BUILD Ver 9
(See attachment for the mod file)

- Wardrobe Features
Spoiler
Total Skin: Male (60) / Female (48)
Total Hair Style: Male (44) / Female (37)
Total Hair Color: Male (55) / Female (55)

- Ember Mage Toggle skills, fixed flame and storm aura

- Blood Lust skill, fixed unlinked particle fx
Title: Re: Skills Expansion: Bugs Report & Ideas
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
Title: Re: Skills Expansion: Bugs Report & Ideas
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)
Title: Re: Skills Expansion: Bugs Report & Ideas
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] ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 21, 2018, 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?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 21, 2018, 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
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 21, 2018, 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.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 21, 2018, 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 Active & Passive skills in some classes,  ::) I wonder if it can be combined into one and create it as a toggle skill. :P



Request

Can you replace Elemental Guardian Summoning with Elemental Dragon?

Fire Elemental >> Fire Elemental Dragon (Dragon color: Red)
Ice Elemental >> Ice Elemental Dragon (Dragon color: Blue)
Lighting Elemental >> Lightning Elemental Dragon (Dragon color: Yellow)
Poison Elemental >> Poison Elemental Dragon (Dragon color: Green)

The reason is, because there are already many who use Skill to summoning elemental but rarely summon dragon elements. I think it would be cool if you could call a dragon as a guardian Elemental. ;)

Note:

- If it can be replaced, please make sure the size of the dragon is not too big & if possible it is made to be the size of a human.
- And also please make it so that the summon can only summon one elemental dragons & when it comes to summoning other elemental dragons it will eliminate the previous dragon. So it's not too crowded and also feels OP if all elemental can be summoned.



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
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 24, 2018, 08:37:10 AM
I've changed the ember mage toggle skills with mongol archers...however, I find them not appropriately beneficial to vanilla classes. I'm inspired with your idea to make them boost weaknesses into strengths.

While trying to understand the complex toggle system of these new skills, I worry and interested to find out how effective it is. Let me give you the premise of how these skills work.

Main skill simultaneously desummons, remove buffs, and summons an invisible pet that casts an aura to give buffs to any friendly unit who gets hit first (but most likely it would be the player due to the range is 0 to 0.5 and Pet is attached to player, center position). The buff includes a limiter, that way, the unit won't receive the effect in stack (would cause the game to lag if not done).

Here're my concerns, does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions? The skill does not point out to a specific unit, it just resummon it while attaching an affix to desummon any monsters. Its either my memory in modding is rusty or I just didn't encountered something like this before. As you know, I have a mod that allows summoning another customizable pet and that pet can also have their own pet and summons. It is already very much complex, that's why this toggle skills of mongol archer intrigues me.

Anyway, my back-up:
https://drive.google.com/open?id=1Q38hURIGYUFzM2xTUIVCbv7KVUtnsfkJ

P.S. I'm not sure about the request to add new effect on General Skills, the bleed effect feels inappropriate for the minions and the potion effectiveness and pet travel time, I think should remain item exclusive bonuses. Otherwise, we're gonna have all the bonus effects in the game's effectslist activated in our general skills. Makeover for the elemental guardians should be our last priority.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 24, 2018, 09:40:03 AM
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I've changed the ember mage toggle skills with mongol archers...however, I find them not appropriately beneficial to vanilla classes. I'm inspired with your idea to make them boost weaknesses into strengths.

Yes, because it requires a little change and addition to the skill effect so that it can be appropriately beneficial to vanilla classes

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While trying to understand the complex toggle system of these new skills, I worry and interested to find out how effective it is. Let me give you the premise of how these skills work.

Main skill simultaneously desummons, remove buffs, and summons an invisible pet that casts an aura to give buffs to any friendly unit who gets hit first (but most likely it would be the player due to the range is 0 to 0.5 and Pet is attached to player, center position). The buff includes a limiter, that way, the unit won't receive the effect in stack (would cause the game to lag if not done).

Here're my concerns, does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions? The skill does not point out to a specific unit, it just resummon it while attaching an affix to desummon any monsters. Its either my memory in modding is rusty or I just didn't encountered something like this before. As you know, I have a mod that allows summoning another customizable pet and that pet can also have their own pet and summons. It is already very much complex, that's why this toggle skills of mongol archer intrigues me.

Is the method used in the toggle skill bladedancer different from the one in the archer mongol?

Hmmm, when you explained that I also remembered if the toggle skill on the Mongolian was different from the others. Can you also check the toggle skill that is in the Prophet (Variant Class) class, because the skill also has a toggle skill even though it can't be turned off after use.

There are also toggle skills in other classes such as Plaguelord. I think the method used by Plaguelord is similar to that of the Mongol archer.

Note:

I had an idea but it didn't seem good. If the toggle skill is quite complex and problematic, it is possible that instead of making it toggle we can extend the duration of the skill. It does look bad but this might be the last solution to get a long buff. Or make it like the one in the Prophet class, after the skill is active then the skill cannot be turned off (But it can be replaced with other toggle skills).



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P.S. I'm not sure about the request to add new effect on General Skills, the bleed effect feels inappropriate for the minions and the potion effectiveness and pet travel time, I think should remain item exclusive bonuses. Otherwise, we're gonna have all the bonus effects in the game's effectslist activated in our general skills. Makeover for the elemental guardians should be our last priority.

My idea is to give a bleed effect to the Pet so that it feels real and gives a little help to the player. Because I see a lack of effect that can support pets. For example, We cannot provide gems or enhance with weapon effects on pets because pet collars & pet tags are armor types. :(

For makeover for the elemental guardians It should be our last priority, I agree :). Because there are still many problems that are far more important than that.



Idea

If you see the skill used by Kensei class (Cold Steel, Heat of the Forge, Storm Blade) I think the effect of the skill is suitable to be used as toggle skills.

But on the Cold Steel effect & Heat of the Forge which when killing enemies, the enemy will explode. Can it be made so that when the enemy explodes the surrounding enemies are affected (like burn, and frozen)?

For Heat of the Forge skills may be it can be combined with skills from Monster Hunter - "Heavy Support". It would be cool if we were supported with missiles when we attacked the enemy and would explode when they hit the enemy. For explosion animations can be taken from Mongol Archer - "Exploding Arrow"

Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 24, 2018, 11:07:46 AM
Other toggle methods:

There are also other methods such as those used in the Theolentist class that have the skill to deactivate buff skills "Dispell Auras". I think that method can be done but with a little adjustment. Rather than making the skill separate it is better if the skill is inserted into the buff skill so that it will be like a toggle skill. Like giving a command switch 1 & 2. The first switch will turn on the skill and the second switch will turn off the skill
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 24, 2018, 03:50:20 PM
TEST BUILD Ver 10

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: Changed from Blade Dancer to Mongol Archer



@Sch123 I'm sorry but I only compiled the current state of the mod. All of your input looks interesting and I agree that I need look for other toggle skills system but I have to get back to you about all of these next week. I do feel like the best toggle skills is your idea of giving the class a boost to make their weaknesses as strengths.

Also, now that you explained to me the bleed effect is for the pets & minions, I like it.

And yes, blade dancer's toggle skills are simpler, it is just a simple overwrite of effects. Like for example, activate skillA you will receive 100% of buff1 and 0% of buff2 then if activate skillB you will receive 0% of buff1 and 100% of buff2.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 24, 2018, 05:10:49 PM
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@Sch123 I'm sorry but I only compiled the current state of the mod. All of your input looks interesting and I agree that I need look for other toggle skills system but I have to get back to you about all of these next week. I do feel like the best toggle skills is your idea of giving the class a boost to make their weaknesses as strengths.

It's okay, I also can do more testing, because we also need to fix the remaining problems before working on the others. Because later it will be complicated if the old problem is not fixed. ;D

Anyway with this I have time to think about on toggling skills. What method is suitable, what animation aura (particle fx) is good, and what kind of skill effects will be given. :D

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Also, now that you explained to me the bleed effect is for the pets & minions, I like it.

Yup, because of the lack of attention to the ability that can help strengthen the pet, I propose that effect so that it can help the pet a little stronger. ;)

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And yes, blade dancer's toggle skills are simpler, it is just a simple overwrite of effects. Like for example, activate skillA you will receive 100% of buff1 and 0% of buff2 then if activate skillB you will receive 0% of buff1 and 100% of buff2.

You are right, the method used by Bladedancer is more simple.
Hmm, is it possible to make it so that when we activate the same skill (which is currently active) the skill will disappear?
Maybe that way the skill problem that can't be turned off can be overcome. :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 24, 2018, 07:04:24 PM
Test Update Ver 10:

- Wardrobe Features:

I found a strange bug that had never happened before in the previous version. :o

There seems to be a problem with the Hair style Male. I think it's a little different from the previous one (the order of hairstyles is different). Also it looks like its head & neck is open. ???

Male Hair style:

Embermage: 25-41
Berserker: 24-39
Engineer: 24-39
Outlander: 28-30

For Female I don't think there is a problem. ;)

- Tempest skill:

It seems like this method didn't work, lightning still didn't strike enemies around the players.

By making it to the target-target, we have to have a target to cast the Tempest skill. I personally prefer the previous way, which without having to depend on the target to cast.

- Thunder Strike:

In "Tier 3" we will get an additional effect where we have the opportunity to cast lightning on the surrounding enemy repeatedly (in a certain duration), unfortunately lightning does not give damage but only makes enemy stun from strike.

- Spirit of Death:

Thank you, it's good now :)

I want to ask, has the bonus tier effect been given? because I do not get it that tier bonus effect.

- Pool of Death:

Thank you, it's good now :)

- Root of Death / Life:

Skill is working well it's just It still looks weird.

- Asura skill:

It seems like this method didn't work, Asura still didn't vanish & the skill seems incomplete (some are cut off).

- Ember Mage Toggle Skills: Changed from Blade Dancer to Mongol Archer

Running smoothly, I like the "Aura" particles



Maybe you can consider replacing Tempest & Asura skills with other skills.

- Tempest >> Tempest Sword (Double Agent - Sword Rain) "Variant Class Mod"
- Asura >> Asura Warth (Dragonlord - Burning Swipe) "Draconic Mod (http://torchmodders.com/forums/variant-classes-mod/variant-(class-compilation)/?action=dlattach;attach=941)"
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on November 26, 2018, 12:55:52 AM
Yeah, I rearranged the wardrobe features and forgot update the unit data of the male classes.

The tempest skill is now fixed (finally), I found a missing piece of the skill, which is the missile unit from summoned invisible pet skill.

I think the thunder strike is also fixed. Included the missing stat data "Character Dexterity" on which the chidori storm (tier 3) effect get its damage multiplier.

Sorry to mislead you, I haven't implemented the tiers of the Spirit of Death yet.

Can you explain why the root of death/life still looks weird?

Yeah, I made a custom animation for asura but forgot to include the link in its skill data... :P
(It really won't work without that.... :P)

Let's use this toggle skill as bases, you can conceptualize which effects should they apply. Maybe I should add a visual indicator for the summoned invisible pets so that you would know if it is really unsummoned or not?
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 26, 2018, 02:24:35 AM
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Yeah, I rearranged the wardrobe features and forgot update the unit data of the male classes.
I was shocked when I wanted to test it, I saw his head open. At first glance it didn't look, but when I looked back there were several heads & necks open. Thank God! you've found the cause. It feels scary if you look too long. :D

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The tempest skill is now fixed (finally), I found a missing piece of the skill, which is the missile unit from summoned invisible pet skill.

It seems like there are also many skills that use an invisible pet as a trigger for skills. :o

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I think the thunder strike is also fixed. Included the missing stat data "Character Dexterity" on which the chidori storm (tier 3) effect get its damage multiplier.

Right, on the chidori storm (tier 3) the enemy is hit by a lightning strike but no damage is given to the enemy, as if the enemy is immune to lightning. In fact, because the enemy is not hit, the enemy's HP is not reduced and instead the enemy is hit by a stun from repeated lightning strikes.

For me it's not so problematic with HP the enemy doesn't reduce because of the lightning strike instead they gets a stun effect repeatedly from repeated lightning strikes. It's just that it feels weird if you get struck by lightning and you don't get damage / die because of it. :D

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Can you explain why the root of death/life still looks weird?
When I use the root life / death skill, the root does not appear. Instead the ones that appear are white squares.
(http://torchmodders.com/forums/skills-expansion-mod/skills-expansion-bugs-report/?action=dlattach;attach=1857)

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Yeah, I made a custom animation for asura but forgot to include the link in its skill data... :P
(It really won't work without that.... :P)

Luckily you have found the cause. :D

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Let's use this toggle skill as bases, you can conceptualize which effects should they apply. Maybe I should add a visual indicator for the summoned invisible pets so that you would know if it is really unsummoned or not?

Ok then, I will try to make a list of what effects will be put into the toggle skill. ;)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on November 27, 2018, 10:48:58 PM
I made a list for Toggle Skill. I think it's quite interesting, because toggle skills consist of several skills taken from several different classes. ;)

- 3 Toggle Skill base from Mongol Archer
- 3 Toggle Animation Aura from Mongol Archer
- Effect Skill from several different classes (Kensei "FEP+", Monk "Variant Class", Ninja "FEP+", Mongol Archer "FEP+")

At every toggle skill I made it to have Elemental and Weakness Booster inside it. If something is missing, maybe you can add it especially to the Weakness Booster.. ;D

[See Attachments for more detail] :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on December 01, 2018, 12:21:37 PM
@doudley and @Sch123 thank you guys for all the hardwork!
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: doudley on December 06, 2018, 03:45:49 AM
Thanks @Phanjam and happy birthday! I'm pretty busy these days, I wont be able to complete this mod quite easily. Although I'm eager to continue working on it, as soon as I'm able.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: steffire3 on March 10, 2019, 10:53:01 PM
I'm sorry I've been away for 4 months since Life priorities took me outside for awhile however I have returned... 'cause I like this community and the people in it!  :D

Anyway I'm currently having to reorient myself on where I was on these projects. Fortunately I've taken care of my return on both Steam and Discord so this place is next.

Now I'm going to go play Skills Expansion and find out what you guys have been doing.  :D

I have been communicating with @Sch123 {Literally saves mod development. I request @doudley that we give Sch123 some serious credit for all the testing and requests made to Skills Expansion and elsewhere if need be!  :) }

UPDATE: Thanks for posting our conversation below @Sch123 !! I will have to play the latest version of the mod before I can comment further on the Skills.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on March 11, 2019, 01:34:08 AM
Hi @steffire3

I will post what we discuss, I hope you don't mind. :D
In case if @doudley wants to know what we are discussing, it can be seen here. ;)

Spoiler
Thanks very much @Sch123 !!  :)

Since I've just returned- I still need to reorient myself. Fortunately I have done that over on Steam and Discord in the past few days. Only this place remains.  :o

I have to read the cjanges with Skill's Expansion however I trust the Added Skills in your combined hands with Doudley.

My personal focus is whether you feel that the Aegis Tree in the Engineer has enough damage power to carry a player on just a Shield Bash Build or Fire Shield?

I remember the other year I asked Corley to mod the damage numbers in the Aegis Tree and it was effective. Basically double the damage output from certain Skills.

It's not just the Aegis Engineer. This includes Skills like Embermage Frost Phase and Outlander Poison Breath. Anyway I don't want to interrupt the current process.

Just some thoughts I've had in the last few months. Sorry for being so last minute on these things...  ::) Thanks again!  :)

Hi Steff :)

By the way, I just heard from Doudley that it seems like he only had time in April.

For the problem of less damage to the Aegis Tree in the Engineer & Skills like Embermage Frost Phase and Outlander Poison Breath, I think it can be overcome by giving a more skill point to the General Skill tree to add damage to our attack. What do you think?
I'm afraid if we add more damage it will be too OP, but I needs further testing to be more certain. :D



Thank you for continuing this conversation.  :) When we do agree on certain designs then we shall write it onto the Skills Expansion Forums here to inform everyone including Doudley if he feels the need to read it.

I enjoy your ideas and would agree except I've gotten other requests over the years too.  :D Some people enjoy the 15 point limit on General skills. However if Doudley and you feel that more power should be added with more GS points then yes. Otherwise I do remember Doudley already balanced the GS to be where it is now so I'm not sure he wants to redo it again.

Again my focus is brought back to the Original Skill re-balancing. For me everything else is in a good position so far. Again the Added Skills are coming along well.

So one OS Tree Rebalance at a time: Aegis Tree: I have used the vanilla Shield Bash {do you know if it's been changed in SE? I need to play this mod again to know ::) } and Runic Games seems to have intended it as a Support Skill...

Well that doesn't fly with me!  :D

In Vanilla: I've used the Aegis Tree in Tarroch's Tomb on the hardest settings on the final enemies and it was woefully under performing compared to anything in the Blitz or Construction Trees.
The Grenades could also use a damage increase. These don't scale with Strength however they do scale with Focus.

Thanks for your time!  :)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Epoch on May 09, 2019, 11:12:29 PM
I can help you with them toggle skills if you want. For the FEP toggles, I threw together the system we used based on something I saw forever ago on the TL2 forums - it may have been your customizable pet, but it's been so long that I can't remember.

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does the skill effectively desummon the invisible pet and does it not effect other summoned pets/minions?
Yes it does desummon the pet and no, it doesn't affect other summons unless designed to.

I've used this setup to do some interesting things with skills I never got around to releasing. I had an entire class setup where the toggle skills would slowly drain health while toggled on, but each skill would provide some unique benefits/effects/skills/etc. I can send you whatever I had & you can rip it apart as well, if you want.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Phanjam on May 10, 2019, 05:57:24 AM
Hey @Epoch firstly its great to see u again!

In case u wanna look into it, steffire is maintaining a list of FEP+ bugs to squash over here...
https://steamcommunity.com/workshop/filedetails/discussion/1281728074/1678064284160410718/
no pressure tho! ;)

Which reminds me - ive got stuff to do from that list lel
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on May 10, 2019, 11:49:41 AM
Hi @Epoch, thanks for the offer, this will help @doudley. ;)

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I can help you with them toggle skills if you want. For the FEP toggles, I threw together the system we used based on something I saw forever ago on the TL2 forums - it may have been your customizable pet, but it's been so long that I can't remember.
That would be very helpful, especially for toggle skills.

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I've used this setup to do some interesting things with skills I never got around to releasing. I had an entire class setup where the toggle skills would slowly drain health while toggled on, but each skill would provide some unique benefits/effects/skills/etc. I can send you whatever I had & you can rip it apart as well, if you want.

This is also good, maybe it can be used for Skills Expansion Mod. :D
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Epoch on May 10, 2019, 11:30:31 PM
Thanks! Shortly after I started working on modding again, last year, my workload increased to 80hrs a week. It's still roughly the same, but I'm doing a better job of staying ahead of my engineers so I can sometimes squeeze in some free time. If I disappear again though, just assume its because of my insane workload.

I'll take a look at that FEP bug list and see what I can figure out. You guys got a shared excel file or something to track completion/in progress/etc for reported issues?


Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: TwinkleToes on May 11, 2019, 04:29:10 AM
I threw together the system we used based on something I saw forever ago on the TL2 forums

was it this lol?
https://forums.runicgames.com/discussion/57868/guide-fully-working-toggle-skill-system

that was me when i came up with the 1st version using invisible pets and unit themes
then someone posted another version a day later using stats
i distinctly remember this since i got super hyped when i discovered it lol

i ended up learning from the other one and can do a super clean toggle skills now :D
there are some limitations though, like being unable to have them permanently from zone to zone(because of how normal skill re specs work)
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Epoch on May 11, 2019, 04:47:43 AM
Yeah, there it is. Twinkle definitely #1 @ creativity.
Title: Re: Skills Expansion: Bugs Report & Ideas
Post by: Sch123 on May 16, 2019, 10:54:27 AM
Hi @Epoch

For the latest version Skills Expansion you can see it here (http://torchmodders.com/forums/skills-expansion-mod/skills-expansion-bugs-report/msg10391/#msg10391)

And for bugs list that are still problematic you can see them here (http://torchmodders.com/forums/skills-expansion-mod/skills-expansion-bugs-report/msg10395/#msg10395)

And for the idea of toggle skills you can see them here (http://torchmodders.com/forums/skills-expansion-mod/skills-expansion-bugs-report/msg10404/#msg10404)