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Grape_You_In_The_Mouth

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About Grape_You_In_The_Mouth

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  1. There are a few simple reasons these issues may be happening, but you probably didn't code them wrong so I don't know if they would be applicable. If you chose to hide it from the gui or if it's an effect from multiple layers of linked effects, then it won't show up. If the effect isn't applied directly from a hit, but from linked effects connected to it, then it might not show in the combat log.
  2. Someone said (maybe it was Fhav) that the new Unity Asset Bundle Extractor doesn't have the bug limiting creation of new content. This is my big hope that we can finally get new spell graphics by tinting them as you are trying to do.
  3. God praise this man. You should get a tutorial going for how to copy vfx, recolor it and add it as a new vfx! This would be huge for this eternal game.
  4. There are older threads about this by the guy who did the Tint God mod. I think his name was Fhav69x or something like that. Amazing info but didn't he didn't explicitly say how to create and add a new asset to the graphics. He only changed an existing one.
  5. If you edit it to say loop: true like other effects then you'll see what happens. Either it works, it works abnormally, or it doesn't work at all. You'd have to change the asset data (and possibly graphics) via the UABE to make it enable looping, but I have no idea how to do that other than the flashes of brilliance provided to this forum by Flavh69X (I can't recall if that's his correct username).
  6. I've made tutorials on how to change abilities, but the bad news is that there is no status for invisible. You'd have to add a custom keyword named "Invisible" or something and add it to each status effect that creates the invisibility effect (which usually is a material replacement effect). Then you'd make a passive ability that is activated while the character has that status effect, or has that keyword, and deactivated when the reverse is true. That would be done via a "conditional" which is done similarly in many other abilities.
  7. all abilities will be in the abilities.gamedatabundle Adding a new ability would be done by adding it to the progression table for that base class, which is in the progressiontable.gamedatabundle. Look for "pt_fighter" or "pt_rogue" or whatever Cheers, Grape
  8. Nice. Take anything you want! Although I must say that my Counterattack on Fighter doesn't seem to happen at anything near the effect's percentage rate (30%, feels like 3%!).
  9. Just curious what you fellow modders are doing! It's too quiet in here so it's time to turn up the Tune Squad:
  10. Pro-Tip: The most useful tick rate is 0.33 seconds, but it only applies on movement. You can easily create your own by copying the code and adding it to your mod, and disabling the interval's movement trigger option. You can set the tick rate to be whatever you want!
  11. Pro-Tip: When things ain't stacking on stacks of stacking things, try the rare setting of "StackedChildrenApplyEffects": "true" . I'm not sure if it's really the reason for success, but In my Fireform attack, a stacking ApplyOnTick ApplyStatusEffectOnEvent applying a stacking DamageMult wasn't stacking the DoT applications, it was only applying at the interval rate, until StackedChildrenApplyEffects "true". It also appears you can just have multiple ApplyStatusEffectOnEvent with the event OnInterval.
  12. Pro-Tip: You saw what they did with BonusHealMult and thought you could make a BonusHealingGivenMult work with a specific ability via keywords in the attack filter but you won't, because you didn't, because you can't.
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