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Everything posted by SiliconMage
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Cool, thanks! I'm having trouble getting any script to fire when the attack launches, but I'm hoping it's more an issue with the attack than with the script call.
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So would this be a valid declaration of the DataScriptEventComponent for an attack? { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "Benediction_of_Restoration_Melee", "ID": "b0dc0e1a-0b99-4a7a-5a3c-59486bb60243", "Components": [{ "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": ["d5e4e9b4-9565-4654-9e2e-2d68d8847c20"], "AttackDistance": 5, "MinAttackDistance": 0, "AttackVariationID": "7439b86f-785c-4551-8851-95b375a02792", "UseParentEquippableHand": "false", "CastSpeedID": "e4c738a7-4d3f-407f-b035-cc76191fe26b", "RecoveryTimeID": "2065a64b-0d53-48b8-9cfd-600992c389fd", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "Friendly", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 0, "DamageData": { "DamageType": "None", "AlternateDamageType": "None", "Minimum": 0, "Maximum": 0, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": ["d5e4e9b4-9565-4654-9e2e-2d68d8847c20"], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "None", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [{ "VisualEffect": "prefabs/effects/abilities/cast/fx_cast_priest_hand.prefab", "AttachPoint": "LeftWeapon", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnAnimEvent", "AnimEventID": 2, "Loop": "true", "Scale": "false" }, { "VisualEffect": "prefabs/effects/abilities/cast/fx_cast_priest_hand.prefab", "AttachPoint": "RightWeapon", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnAnimEvent", "AnimEventID": 2, "Loop": "true", "Scale": "false" }, { "VisualEffect": "prefabs/effects/abilities/cast/fx_cast_priest_finish.prefab", "AttachPoint": "RightWeapon", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" }, { "VisualEffect": "prefabs/effects/abilities/cast/fx_cast_priest_finish.prefab", "AttachPoint": "LeftWeapon", "AttachObject": "Caster", "AttachMode": "Attach", "MeshType": "None", "Event": "OnLaunch", "AnimEventID": 0, "Loop": "false", "Scale": "false" }], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "LeftWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 10, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "false", "Delay": 0, "NeverBounce": "false" } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" }, { "$type": "Game.GameData.DataScriptEventComponent, Assembly-CSharp", "Scripts": [{ "Event": "OnInspected", "Script": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [{ "Data": { "FullName": "Void RemoveAllInjuries(Guid)", "Parameters": ["1a26e100-0000-0000-0000-000000000000"], "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Conditional": { "Operator": 0, "Components": [] } }] } }] }] }
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I know you said that you cannot apply scripts from status effects or attacks, BMac, but I stumbled upon this in the documentation: Does this mean that we can NOW launch scripts from attacks?
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I updated this mod to version 1.7 I fixed an issue kilay pointed out with there being out-of-order brackets in the extendedSpellCollection_items.gamedatabundle file.
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I updated the mod to version 1.6. This is a simple update as it fixes the issue of Minoletta's Missile Salvo and Meteor Shower still having red targeting circles instead of yellow. It also fixes an issue with Wall of Many Colors still affecting allies.
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I udpated this mod to version 1.4 - it moves the mod into compatible territory for 2.0 of Pillars of Eternity II!
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Done! I updated the mod to version 1.5! Invisibility Ward now blocks the following items and abilities: Potions of Invisibility, Unseen Demise, Shadowing Beyond, Enduring Shadows, Vanishing Strike, Arkemyr's Brilliant Departure, Effigy of Skaen's Shadow Leap ability, Invisibility effects from Wild Mind, Shadowed Hunters, Smoke Veil, Limited Invisibility, Invisibility and Veil of Wael
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You might have to include the Explosives Keyword ID with the new attack to get it to scale with your Explosive skill. I'm not sure what the Keyword ID is exactly, but you can dig around through the other files to find it. If you want to post your JSON here, we can take a look and see if something isn't matching up.
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I updated this mod to version 1.4 -- this version has a lot of interesting changes, but it doesn't change much functionally. Invisibility is now an "affliction" that is granted by the Wizard's invisibility spells. Again, this doesn't change how the spell functions, but it is important for the new spell that was introduced: Invisibility Ward! Invisibility Ward prevents anyone around the caster from turning invisible via magical means by granting an immunity to the invisibility "affliction." Potions of Invisibility were reworked to confer the new affliction, so they can be blocked by the Invisibility Ward spell. Druids, Priests and Wizards all get access to Invisibility Ward, but there are slight differences between the three. Priests get Invisibility Ward at Level 3, and the priest version has a fast cast speed but a long recovery time. Wizard and Druid versions have an average cast speed and a short recovery time, but Wizard gets Invisibility Ward at Level 5, while Druid gets Invisibility Ward at Level 6.
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I updated this mod to version 1.3 -- this patch was related to balancing some of the Wizard spells I had previously added. Here are the changes: Limited Invisibility is now Level 4, up from Level 2. Invisibility is now Level 8, up from Level 4. Disintegrate is now a ranged attack that deals base damage 80 instantly and will destroy foes that are reduced to zero Health. It has also been raised to Level 7 up from Level 6. Obsidian Sword of Destruction now casts Disintegrate on hit. The Grimoire of the Archmage has been updated to have the following spells: Level 1: Minoletta's Minor Missiles, Thrust of Tattered Veils Level 2: Arcane Veil, Concelhaut's Draining Missiles Level 3: Crackling Bolt, Ninagauth's Death Ray Level 4: Limited Invisibility, Ninagauth's Shadowflame Level 5: Torrent of Flame, Blast of Frost Level 6: Chain Lightning, Arcane Reflection Level 7: Delayed Fireball, Disintegrate Level 8: Storm Surge, Invisibility Level 9: Temporal Acceleration, Temporal Cessation It now also grants +1 Power Level to Evocation and Transmutation spells rather than extra casts.
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I updated this mod to version 1.3 -- this was just an aesthetic update! After watching @BMac's tutorial, I was able to cut a lot of the excess text out of the mod and update it for version 1.2 of the game. This should make it far more adaptable to changes to spells and abilities in the future if damage is tweaked or what not.
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I updated the mod to version 1.2 -- I had to fix the progression trees so that it used the new ClassID field rather than Class field prior to version 1.2 of POE II.
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I updated the mod to version 1.1 -- it was a small update to get the mod working with version 1.2 of POE II, so no other changes. Next update will include some rebalancing of Wizard spells; namely raising the level for Invisibility spells, and making a proper Disintegrate spell rather than use Cipher's existing one.
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In looking into that in the documentation, I think it could be done, but it would require a heavy rework of the existing attacks. I'm not saying it would be impossible, but it would take a lot of time.
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Thank you guys so much for doing this! We really appreciate it! I have a couple of question regarding the AttackBaseComponent and its AffectedTargetConditional field. I was trying to write up a spell like "See Invisible" that would allow the caster to see and target invisible individuals as though they weren't. However, one of the status effects that Invisibility in the game grants is a status effect of the type Nontargetable, which is pretty self explanatory. :D So my first question is does the AffectedTargetConditional field override a status effect like Nontargetable? If I ran the HasStatusEffectType script and passed in the NonTargetable status effect, would the conditional return true and allow me to target the Nontargetable individual anyway? My second question concerns whether or not there is a status effect or script that allows one to ignore status effects on an individual. For example, I would want a status effect that lets the person affected ignore status effects applying to other targets. I did some digging through the documentation, and I cannot seem to find a reference to anything, but it's definitely possible that I simply overlooked it. Thanks for your time, and thanks for helping to make an awesome game!
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I updated the mod to version 1.0 -- this was a minor update, but I think it's stable enough to be a complete mod, finally. Bug fixes! Fixed a bug with invisibility spells keeping a mage's grimoire invisible after the mage turned visible again. Updated the animation for Storm Burst.
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Updated this to version 1.2 to include Burst of Summer Flame. I also redid the structure of the mod to make it more compatible with other mods and to follow better standards.
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I updated the mod to version 0.9 -- here are the following changes: Druid spells! Druid got a few new spells, and I reworked 1 existing Druid spell. New Druid spells: Level 5 - Limited Savage Prowess: Drawing on his or her connection to nature, the druid focuses his or her instincts to overwhelm a difficult opponent. The druid gains a bonus to Accuracy, as well as a bonus to Penetration with Burn, Corrode, Freeze and Shock attacks. Level 6 - Storm Burst: Unleashes a shockwave of electricity that expands out from the druid, dealing Shock damage to all those caught within the spell's range. Level 7 - Erupting Flame: Causes flame and magma to shoot up in a jet from beneath of the earth, inflicting severe Burn damage on any caught within the spell's area of effect. Those that remain standing on the molten earth in the aftermath of the eruption will continue to take burning damage. Level 8 - Storm Call: Summons a powerful bolt of lightning forth from the sky to strike a single target, inflicting powerful Shock damage with a chance to stun the target. Level 9 - Superior Savage Prowess: Drawing further on his or her connection to nature, the druid focuses his or her instincts to overwhelm a difficult opponent. The druid gains an increased bonus to Accuracy, as well as an increased bonus to Penetration with Burn, Corrode, Freeze and Shock attacks. Level 9 - Chitinous Carapace: Constructs a protective shield out of strong, magical and chitinous material that absorbs a substantial amount of damage before it shatters. It does not prevent the protected target from taking action and moving. Reworked Druid spells: Level 9 - Touch of Death: Decay magic surrounds the target and quells their life essence. If the target's will to survive is not strong enough, they are killed outright. Otherwise, the target takes Raw damage.
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I updated the mod to version 0.8 -- here are the following changes: Priest spells! It's Priest's time to shine! Added six new Priest spells: Level 2 - Berath's Awe: Drawing on some of Berath's power, the priest can exude an aura of power that strikes fear into any spirits or vessels close to the priest. The aura only affects vessels and spirits that are of a lower level than the priest, however. Level 4 - Berath's Will: Drawing on some of Berath's power, the priest can exude an aura of power that dominates any spirits or vessels close to the priest, causing them to fight for the priest instead. The aura only affects vessels and spirits that are of a lower level than the priest, however. Level 5 - Superior Restore: Shares a generous portion of the caster's divine strength, restoring a great amount of Health to all allies within the area of effect. (Base 90 health recovery) Level 5 - Limited Spell Resistance: Drawing upon revelations from the Mysteries of Wael, the priest can bless a target with a boon that temporarily blocks hostile magic. Level 8 - Divine Power: Invokes the benedictions of the priest's god and greatly empowers allies in the area of effect with increased Might and Accuracy. Level 9 - Superior Spell Resistance: Drawing upon further revelations from the Mysteries of Wael, the priest can bless a group of allies with a boon that temporarily blocks hostile magic.
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I updated the mod to version 0.7 -- here are the following changes: Added one new spell: Wizard 9 - Veil of Wael -> Caster envelops himself or herself and his or her allies in a shroud of illusory magic, turning all allies within the area of effect invsibile until the duration of the spell expires.
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I updated this mod to version 0.6 -- here are the following changes: Thanks to user kilay for Italian translations! Added one new spell: Wizard 9 - Temporal Cessation - Caster creates a localized pocket of time in which everyone but himself or herself slows down; the caster (and anyone not included in the initial creation of the pocket) is free to move about and cast spells, but anyone else cannot be harmed by or affected by the caster. Combat only. I also added the Wizard grimoire only spells to the progression tree.
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I updated this to version 0.4 -- here are the following changes: Fixed a bug with the effect of Obsidian Sword of Destruction. No longer a transformation effect. Added three new spells: Wizard 1 - Arcane Light - Caster creates a small light source to provide simple illumination Wizard 4 - Elemental Sword - Caster conjures a sword comprised entirely of elemental energy; the summoned sword can randomly be of the type Burn, Freeze, Shock or Corrode Wizard 8 - Storm Surge - Caster fires 3 crackling bolt projects that bounce around the room and deal damage to anything in the way. I also added a grimoire for sale at The Dark Cupboard in Neketaka called the Grimoire of the Ascended Archmage. It contains the following spells: Level 1: Minoletta's Minor Missiles, Thrust of Tattered Veils Level 2: Limited Invisibility, Concelhaut's Draining Missiles Level 3: Crackling Bolt, Ninagauth's Death Ray Level 4: Invisibility, Ninagauth's Shadowflame Level 5: Torrent of Flame, Blast of Frost Level 6: Chain Lightning, Disintegration Level 7: Delayed Fireball, Ninagauth's Killing Bolt Level 8: Storm Surge, Llengrath's Superior Elemental Bulwark Level 9: Temporal Acceleration, Obsidian Sword of Destruction The grimoire also grants an extra cast for Wizards for Spell Levels 1 through 9.