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Cmushi

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  1. If Obsidian expands on the lore surronding the Apotheosis project, they better name the head npc Noqn for your amazing contribution and dedication.
  2. You already added it, that's insane! Edit: Tried it out and it works perfectly. I hoped that I could search condition as well as I can't figure out how to input them in the search query. How do you search for empty, not empty and "IsHealthPercentage(This, LessThanOrEqualTo, 50)" ActivationPrequistes? I tried the following but none seem to work: *GenericAbility.ActivationPrerequisites=empty *GenericAbility.ActivationPrerequisites=null *GenericAbility.ActivationPrerequisites=" " *GenericAbility.ActivationPrerequisites!=empty not *GenericAbility.ActivationPrerequisites=empty *GenericAbility.ActivationPrerequisites=not empty *GenericAbility.ActivationPrerequisites=IsHealthPercentage(This, LessThanOrEqualTo, 50) *GenericAbility.ActivationPrerequisites="IsHealthPercentage(This, LessThanOrEqualTo, 50)"
  3. QOL Suggestion: Add a "Show Similar" option that creates a search query with the current field.
  4. To add more context, the ability grants +1 engagement for each non engaged ally. I think I need to create 4 variants* of the ability using IsEngagedByCount(Guid, EqualTo, 1-4*) as activationConditional to scale it with the number of non engaged allies. Does IsEngagedByCount count the number of engagments of Guid or the number of Guid that are engaged? Whats the difference between PartyAll and PartyAny as Guid in IsEngagedByCount?
  5. I am trying to implement an ability similar to Brilliant Tactician (grant status effect to self if all allies have specified condition) but with a scalable status effect that scales on the number of allies with a specified condition instead. I usually try to find a similar ability that already exists ingame and tweak it but I cannot find any except for Brilliant Tactician being the closest. I might be wrong but Brilliant Tactician seems to only trigger on if all or none condition and cannot be tweaked to for each condition. If I have to create the ability from scratch: Create an ability aura that affects allies with a specified condition This aura grants them another ability aura that affects the original user which grants them the scalable status effect The problem that I notice is that aura can only grant status effects and not abilities and I am unsure if there is way to create ability granting auras.
  6. Is there a way to arrange the order of abilities inside progression tables? I think they are sorted by ability ID as new abilities are added right off base abilities however they seem to be sorted randomly.
  7. Is there a way to rename the "Subclass" title in paladin subclass selection menu and how do you make disposition automatically appear in custom subclasses ability through the editor?
  8. When using conditionals in Progression Tables, the auto-complete lists all conditionals, including non-Progression Tables conditionals. I was made aware of this since some conditionals did not not work and saw that there are different conditionals category in https://eternity.obsidian.net/game-data-formats/conditionals. Would it be possible to restrict conditions to their usage? For example: "ProgressionTableHasAbility" appears only Progression Tables conditional auto-completes. "CanUseAbility" and "HasAbility" in RPG (conversations?). "HasActiveAbility" in Targeting Filter (status effects or AI commands?).
  9. I noticed that the Paladin ability, Aegis of Loyalty, grants intellect immunity to an ally which is similar to what I am trying to achieve. I copied the implementation, as it triggers an effect when hitting allies but it still did not work. Ability: ApplyOnEvent SE: Immunity SE: I tested Immunity SE by calling it directly via the ability (and skipping ApplyOnEvent SE). "Immunity" appeared in the log after casting Chill Fog on self. This never happened when Chill Fog hit allies while the ability was active. I then tested ApplyOnEvent SE by replacing the Immunity SE with Restore_SE_Heal. Heal only appeared on one ally and not the rest. What I can conclude is the ApplyOnEvent SE is being triggered once and combined with the Immunity SE is preventing from not triggering at all. Are there any changes that can resolve this issue?
  10. Referencing https://eternity.obsidian.net/game-data-formats/conditionals: "ProgressionTableHasAbility" is used in Progression Tables "CanUseAbility" and "HasAbility" are used in RPG (conversations?) "HasActiveAbility" is used in Targeting Filter (status effects or ai commands?)
  11. Thanks @Kvellen. Asking as none of them work in ProgressionTables Conditionals except for ProgressionTableHasAbility. I tried CanUseAbility (even using isItemEquipped(This, Specific_Grimoire)) to check if the Wizard has access to the spell via grimoire but it does not seem to work. I think although the mentioned conditions are usable in ProgressionTables Conditionals, only conditionals with ProgressionTableHas are functional.
  12. Anyone know difference between ProgressionTableHasAbility, CanUseAbility, HasAbility and HasActiveAbility? And which to use to check if a wizard has a spell either by leveling up or through grimoire? Edit: And how do you write (A and (B or (C and D))) in Conditional of ProgressionTables?
  13. Thank you for the suggestion. I am currently in the process of creating copies of the spells and adjusting them to be foe-only, which requires a similar amount of time as tweaking the spell attacks.
  14. After countless days figuring out and failing on how to make aoe spells target foes only, I decided that the next best approach is to create copies of wizard spells and tweak their attack to foe only (similarly to Watershaper spells). With the spells restricted to foes only, the problem that I am facing is how to make them available for the wizard to use them. My plan is to add an ability that when activated, foe only aoe spells will replace their original copy for a short duration. I have implemented the restriction for foe only aoe spells by adding the activation ability in their ActivationPrerequisites, however I cannot find a way to make them hidden until the wizard has unlocked the spell and has the activation ability on. I am aware and tried adding the activation ability in VisibilityConditional in BaseProgressionTableAppend but it does not work. I tried switching Category, UnlockStyle and even adding alwaysFalse in VisibilityConditional, but for some reason, the foe only aoe spells are always visible. Is there an alternative way of making abilities visible or hidden on the activation of a seperate ability?
  15. For some reason the following ability only activates on self. I tried different status effects but it still only affected self. Is this a bug or did I miss something? { "$type": "Game.GameData.AuraAbilityGameData, Assembly-CSharp", "DebugName": "Cmushi_Spellweaver_Selective_Spellweave", "ID": "a5e25a8f-2484-4d28-9e48-df4f898d14ff", "Components": [ { "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": [], "DisplayName": 1565691082, "Description": 1565691091, "DescriptionTactical": -1, "UpgradeDescriptions": [], "UpgradedFromID": "00000000-0000-0000-0000-000000000000", "Vocalization": "AbilityCast", "Icon": "Cmushi_Spellweaver_Selective_Spellweave", "UsageType": "Spell", "UsageValue": 0, "AbilityClassID": "acfd1303-4699-4939-91eb-6ac46d4af0bd", "AbilityLevel": 1, "IsPassive": "false", "StackingRuleOverride": "Default", "TriggerOnHit": "false", "IsModal": "false", "ModalGroupID": "00000000-0000-0000-0000-000000000000", "IsCombatOnly": "true", "IsNonCombatOnly": "false", "HideFromUI": "false", "ShowStatusEffects": "false", "HideFromCombatLog": "false", "UniqueSet": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "DurationOverride": 0, "OverrideEmpower": "Default", "ClearsOnMovement": "false", "CannotActivateWhileInStealth": "false", "CannotActivateWhileInvisible": "false", "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "PowerLevelScaling": { "ScalingType": "Default", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "DamageAdjustment": 1, "DurationAdjustment": 1, "BounceCountAdjustment": 0, "ProjectileCountAdjustment": 0, "AccuracyAdjustment": 0, "PenetrationAdjustment": 0 }, "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [ "c0cc58ee-8ef5-4bf7-9dce-f24d30c6c624" ], "RandomizeStatusEffect": "false", "VisualEffects": [], "SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackID": "00000000-0000-0000-0000-000000000000", "AITargetingConditional": { "Conditional": { "Operator": 0, "Components": [] }, "Scripts": [] }, "AudioEventListID": "ca3fbf1d-69ac-4a94-b4fb-3ed1044fc6b5", "GrantedViaScript": "false" }, { "$type": "Game.GameData.AuraAbilityComponent, Assembly-CSharp", "AuraRadius": -1, "ValidTargetTypes": "Ally", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } } }, { "$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp" } ] }
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