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Everything posted by Noqn
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No, that is incorrect. This is what happens when an Attack's Status Effect(s) are applied to a target: The game will iterate through each of the Keywords opposed to the Attack's Keywords (including the Keywords of its Status Effects) and each of the target's active Status Effects. If a Status Effect has any of the opposed Keywords, and that Status Effect's StatusEffectComponent.IsHostile value is not equal to the hostility of the Attack, then the Status Effect will be cleared from the target. The Attack Filter is irrelevant to the behavior of the Keyword Counter mechanic. You are free to open Deadfire's Assembly-CSharp.dll in dnSpy and confirm the StatusEffectManager.ClearOpposingKeywords method yourself.
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If we're talking keyword interactions I think it's worth reiterating that keywords only counter effects of opposite hostility: So self-casting Flame Shield would not cancel your own Spirit Tornado - only hostile effects can do that (and abilities using the literal Immunity effect, like Wave Walker). To me it makes sense to add keywords to friendly status effects as long as it fits. In the case of Spirit Tornado, I think the Frenzy effect should not be tagged with Frost, only the attack. But buffs like Zandethus' Draconic Fury should absolutely have the Fire keyword, for example.
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Same issue, you'd have to override the whole tree to make that change. Adding new abilities is easy because the devs added a whole new gamedata type for appending to a tree (which they do deserve praise for). But there's no way of interacting with old abilities at all with this method, so you're left with overriding the original tree entirely.
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Try this:BlackbowPL7.zip (but as Beoroer said, this will be incompatible with all other mods that directly modify the Wizard tree.) Yep. Adding new abilities to a Progression Table: no sweat, compatible with everything, implemented with majestic elegance Modifying or removing existing abilities... welcome to incompatability hell, I hope you like copypasting 10k lines of JSON just to change a single variable.
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I think which conversations are triggered when speaking to characters are hardcoded in the Unity asset files. You could try inserting a TriggerConversationNode at the right place (and with the right conditionals) in harbinger_leader to intercept the conversation and trigger your own. an example from 04_cv_queen_onezaka_ii_wahaki_quest:
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I was about to suggest playing on upwards level-scaling for everything, not just critical path. My impression is that it does a good job at evening out the difficulty floor, without making the hardest encounters any harder* which seems to be what OP is after. *(unless the player is overleveled, and even then I suspect stat adjustment from PotD alone might make those encounters even worse than in upscaled Normal/Veteran)
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Menu/Selection Code?
Noqn replied to anthon's topic in Pillars of Eternity II: Deadfire: Modding (Spoiler Warning!)
This is tricky. I can think of two options: 1) Create a menu for selecting a "category" for the castable spell. Use conditionals in the original ability to check which "category" is in use and which effect to apply. I did something similar as an experiment with Blood Sacrifice: 2) Create a menu that contains castable spells. In this scenario, 1) might not be an option since Abilities can only contain a single AttackID, so the AttackSummon/AttackSummonRandom components (which define what to summon) can't be filtered the way you could with StatusEffects. So you might have to go for 2) and create duplicates of the Conjure Blight spells for each variant, and for each of them assign duplicates of the corresponding Conjure Blight Attacks (again one for each variant with edited AttackSummonComponent -> SummonFileList properties) as their AttackID. Upside to this is that you get a dedicated Conjure Blight cast menu, downside is that they will not go into the Spell Level menus but together with the other "Modal" menus (see Blood Sacrifice above). The original (randomized) Conjure Blight spells will remain in the Spell Level menus, but I guess that is not an issue. I did a small test of the "medium" Conjure Blight spell, you can check it out here: _blight_selection.zip (Use AddAbility console command to get the abilities - they are named Conjure_Blight_[variant], e.g. Conjure_Blight_Flame) I'm sure it's not without issues, but hopefully a good starting point!- 1 reply
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Sadly, visuals like projectiles or explosives are defined as paths to prefabs in the unity asset bundles and can't be modded through regular means. For Fireball, you can see this in AttackBaseComponent -> VisualEffects -> VisualEffect ("prefabs/effects/abilities/wizzard/fx_fireball_aoe.prefab") SelfMaterialReplacementID parameter of GenericAbilityComponents can be changed and MaterialReplacement Components them can be modified somewhat, the important visuals and colors are still defined in the unity asset bundles
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For the Stunned/Prone thing, I'd try IsStunned or HasStatusEffectType with KnockedDown/Stunned. (I'm not sure if the latter works with knockdowns from Attacks that Prone directly...) "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectType(Guid, StatusEffectType)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "KnockedDown" ] }, "Not": false, "Operator": 1 }, { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean IsStunned(Guid)", "Parameters": [ "7d150000-0000-0000-0000-000000000000" ] }, "Not": false, "Operator": 1 } ] } }
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Ah, I found it! You are missing the "$type" parameter in each component { "$type": "Game.GameData.AfflictionGameData, Assembly-CSharp", "DebugName": "boon_luminous_water", "ID": "854b5b0c-b401-41f1-9741-6e52d0d24b35", "Components": [ { -------> "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "ClearOnRest": "false", "ClearOnFoodRest": "false" } ] }
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Thousand thanks for the testing, @Boeroer! Just a theory but I think it might be the resource restoring effect of Stunning Surge somehow interacting with Shattered Pillar's passive and also "restoring" Wounds. What do you think about Shattered Pillar + Trickster? Great Deflection spells for Offensive Parry, and Ryngrim's Repulsive Visage for terrify. Extra good wound generation from Sneak attack/Deathblows damage.