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Testlum

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Everything posted by Testlum

  1. I would try another implementation method. Instead of keywords, you could try editing the ActivationPrerequisites of each Spiritshift ability to be disabled while the character has X StatusEffect, where X StatusEffect is applied after Spiritshift runs out and has the fixed cooldown duration.
  2. Speaking of cooldown systems, another complication would be the per-use active abilities for the Spiritshift. Instead of adding cooldowns to those as well, I wonder whether adding a cast/recovery time to enter and leave Spiritshift would be enough to prevent the druid from spamming them.
  3. One possible route you could consider would be cooldowns. Maybe the druid needs to wait for X duration before their Spiritshift is reset, or maybe they need to cast X spells to reset it.
  4. Hello! Hopefully someone can figure out what's going on here. My goal is to mod the paladin's Faith and Conviction ability to depend on disposition for the Watcher only, and to scale based on level for all NPCs and companions. Right now, I'm trying to replicate it with the conditional from Heart-Chime Amulet's code. This specific edit is meant for the level-scaling option. If it works as intended, the Watcher's F&C won't grant any bonuses while all other paladins will benefit. That said, it doesn't work and the Watcher still gets the bonus. Any thoughts? { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "Faith_and_Conviction_SE_Defenses", "ID": "e201a7be-f1ef-49ad-b76e-160542e27d5b", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": 5, "DynamicValue": { "Stat": "PaladinOrder", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 0, "Operator": "Add" }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean AreGuidsSameObject(Guid, Guid)", "Parameters": [ "b1a8e901-0000-0000-0000-000000000000", "7d150000-0000-0000-0000-000000000000" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, "PowerLevelScaling": { "UseCharacterLevel": "true", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0.25, "DurationAdjustment": 0 } } ] },
  5. How does negative Power Level work? I tested this with the Lifegiver subclass, and apparently having negative PL doesn't merely apply the flipped values of its positive counterpart. Lifegivers always have a default bonus of +2 Rejuvenation PL, but lose 4 Rejuvenation PL after Spiritshift ends, so they end up with a total of -2 Rejuvenation PL. Before: After: EDIT: Ah, nevermind, found an answer here: https://gamefaqs.gamespot.com/pc/227477-pillars-of-eternity-ii-deadfire/faqs/76599/inversions
  6. For future reference, a 'cleaner' way to solve this would be to find the "Form_Of_The_Fearsome_Brute_SE_ChangeForm" statuseffect in statuseffects.gamedatabundle, since ChangeForm is what makes your character turn into the Ogre. At the very end of that part, you'll find a "ChangeFormEffectComponent" with "TempAbilitiesIDs". The GUID in abilities.gamedatabundle leads us to "Form_Of_The_Fearsome_Brute_Passive", which has a bunch of different statuseffects. From there, you can find out which one is "Form_Of_The_Fearsome_Brute_SE_DisableSpells" and delete it. Of course, it can be fairly annoying to hop through different files, so your method is perfectly valid if it works too.
  7. I think you need to change ApplyStatusEffectToEnemyOnEvent to ApplyStatusEffectToTargetOnEvent if you want it to affect allies. Edit: Wait, no, that's not the issue here, that's only relevant for AttackEnemyOnEvent vs AttackTargetOnEvent. My bad.
  8. Losing Health doesn't appear to be the same as being Damaged. Tested this by changing The Shield Cracks to affect allies, then casting it on a party member with DAoM active.
  9. Brushed up a couple of portraits from earlier using the guide kindly provided by @Phenomenum .
  10. This sounds quite ambitious, good luck with the project! There are a number of wizard mods on Nexus if you're interested in seeing how others have tackled changing up wizards as well - off the top of my head are The Funnening - Wizard, New Wizard Subclasses and Wizard Revision.
  11. Looking at the statuseffect.gamedatabundle, there is actually a status called AFF_Prone. Can you use it as a prerequisite on the target enemy for your bonus Accuracy to activate?
  12. Hmmm, I'm not sure if that would work, since Walls are actually a kind of Prefab, so there's no way to create one from scratch that I know of through JSON alone. Regardless, I found a different concept that I like more, so everything's good.
  13. For example, I'd like to make it so that a Wall loses 1s duration for each enemy passing through.
  14. A lot of the Wall spells (i.e. Wall of Draining, Wall of Frost) seem to have been intended to have 20s durations based on the game's code. In particular, this would make Wall of Draining keep the same duration it had in PoE1. However, the DurationOverride parameter seems to be non-functional, so they instead have the default 30s duration.
  15. Despite its description, Great Maelstrom doesn't actually alternate its attacks. When first cast, it will cause both attacks to anyone caught in the AoE; on pulse, it will only cause the Freeze/Crush attack.
  16. One of my future projects involve overhauling the druid subclasses, and coincidentally it involves repeatable Spiritshifts. Haven't actually tested yet, but this might do the trick for "repeatable" Spiritshifts: Give Spiritshift unlimited casts but only able to be cast with a trigger status effect active on the character Apply trigger to self at the start of combat Spiritshifting clears the trigger Apply trigger on doing X action Spiritshift again!
  17. What if you tied it in with Telekinetic Burst? Given its function of shoving enemies away, it's clearly meant to give the psion some space to gain Focus. I could envision something like enemies being struck by Telekinetic Burst not being able to disable Soul Mind for X seconds. Granted, that sounds like a hassle to put together in the code.
  18. What I did in my own mod was to make the Psion gain bonus defenses while their Focus Gain is disabled, though I'm not sure if that would fall within the scope of the Community Patch since it's basically a totally new feature instead of tweaking Soul Mind.
  19. Hah, not quite, I was digging around while looking up gamedatabundles and that just caught my eye.
  20. Fun fact: The Animated Weapons that a chanter summons are all male.
  21. Here's some stuff I discovered about Sworn Enemy, with two paladins A and B in the same party: If A casts Sworn Enemy on an enemy, that enemy only takes bonus damage from A. B's Sworn Enemy does not override or stack with A's Sworn Enemy. If an enemy is already affected by A's Sworn Enemy and B also casts Sworn Enemy on them, nothing happens except for B losing a point of Zeal. If B's Sworn Enemy is upgraded (i.e. Pallegina's Mark of the Five Suns), it will affect the enemy parallel to A's Sworn Enemy. Both paladins deal bonus damage.
  22. No idea if this works, but you can add ItemMods to Grimoires (like the Grimoire of Vaporous Wizardry). ItemMods have a field called AbilitiesOnEquipIDs, which may be able to perform something like what you want with option V3.
  23. I found a way! Not through the console, but apparently animal companions are also stored in characters.gamedatabundle, with their display name being a stringtable entry. Theoretically, it should be possible to make an animal companion identical to the vanilla ones in every aspect except for their name.
  24. If Marine Godlikes are naturally immune to Water based attacks, does this mean that Heart-Chime Amulet literally does nothing for them?
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