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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. The Funnening - Improved Fighter Not much technical about it, but there's over 30 new abilities so it my be good for giving you guys ideas. The New Skills ----------------------------- 1 - Finesse - Primary Attack, +15 Accuracy -20% damage  • +5 Reflex 8s 1 - Sieze - 0.5m distance ray that stuns you and opponent up to 6s, costs 0 Discipline 1 - Safety Swap - Fighter exchanges position with ally in close range 1 - Muscle Memory - passive - +Accuracy vs Fortitude when dealing damage vs fortitude (10% conversion rate, stacking) for 30s 1 - Contesting Command - passive - +5 Accuracy for you (or anyone with this ability) vs foes engaged by you 1 - Piercing Blows - passive - +1 penetration with proficient weapons 2 - Feint - increase targets recovery time after their next attack 3 - Heavy Blow - Your next weapon attack deals +50% damage, but takes 3.33x longer to perform. 3 - Hinder Swipe - Primary Attack, +35% Recovery Time to target for 12s  • +5% Pierce damage resistance 8s 3 - Deflecting Maneuver - Primary Attack, -10 Accuracy vs Deflection vs you for 12s • +5 Deflection 8s 3 - Assertive Prowess - passive - +5 accuracy, negated if hit by a hostile crit and refreshed every time a 15s interval ticks 3 - Free Reign - passive - +15% attack speed, negated if hit by a hostile crit and refreshed every time a 15s interval ticks 4 - Tackle - Upgraded from Charge. Pull in and knock prone an area around the target you charge to. 4 - Jeopardize - Primary Attack, +25% damage vs target for 12s  • +5 Fortitude 8s 4 - Harrow - Primary Attack, -25% damage to target for 12s  • +5 Will 8s 4 - Jarring Stroke - Primary Attack, -10 Deflection, -7 Reflex to target for 12s  • +10 Fortitude vs Spells 8s 4 - En Garde - 75% chance to parry up to three melee weapon attacks for 15s 4 - Pointed Defense - passive - +1 armor vs slash, crush 5 - Impeding Blow - Primary Attack, -20% Attack Speed to target for 12s  • +5% Slash damage resistance 8s 5 - Blindside - Primary Attack, -10 Accuracy to target for 12s • +5 defenses vs AoE attacks 5 - Breaching Talent - passive - +1 penetration to all attacks 6 - Counter Attack - passive - 30% chance to counter melee weapon attacks when hit 7 - Disarm - Remove whatever a silly kith or wilder has in each hand, for a short time. 7 - Hero of the Day - passive - +20 defense vs AOE 7 - Invasive Opener - Primary Attack, +35% Attack Speed vs target for 12s  • +5% Crush damage resistance 8s 8 - Dismember - primary attack vs fortitude, reduces max HP by 15% 8 - Destroy Armor - primary attack (vs Reflex) does -armor, -Deflection as a % of damage dealt (upgraded from Sundering Blow) 8 - Outclass - Full attack vs will, deals -Reflex and -Melee Damage as a % of damage dealt 8 - Flow State - +100% attack speed, -50% recovery with your proficient weapon for 30s 8 - Thick of Battle - +50 Will versus ranged attacks for 60s 8 - Imperium - Increased melee attack range, increased engagement radius, increase engagement limit by 10, +3 Accuracy per engaged, -10 Accuracy to engaged foes 9 - Moment of Truth - When an enemy is about to attack you, leap straight into them for up to +500% damage if you're at your lowest health and the enemy is at his highest. With my Fighter Augmented mod, I change existing skills: Changes to Existing Abilities ----------------------------------- 1 - Penetrating Strike - +20% damage-->+0%, +3 penetration-->+4, demoted 2 levels to level 1 2 - Charge - Cost 2-->1 Discipline, Stun 4-->6s, demoted 2 levels to level 2 2 - Into the Fray - Cost 2-->1 Discipline, Daze 5s-->Stagger 10s, Hobbled for 6s - Accuracy vs Reflex-->Fortitude (+20 bonus accuracy) - Affliction Accuracy vs Fortitude-->Reflex - Afflictions will upgrade on crit or downgrade on graze 2 - Mule Kick - demoted one level to level 2 3 - Lower Their Guard - Cost 2-->1, Daze 5s-->6s, -5 Reflex for 6s, -10 Armor for 5-->6s, demoted one level to level 3 - Afflictions will upgrade on crit or downgrade on graze 3 - Out of Fire - Cost 2-->1, Daze 5-->10s, -5 Reflex for 10s, demoted one level to level 3 - Keeps the +20 bonus accuracy from Into the Fray - Afflictions will upgrade on crit or downgrade on graze 3 - Power Strike - Cost 4-->1, only does +50% damage, can use for non-melee weapons, demoted four levels to level 3 5 - Sundering Blow - Cost 2-->1 Discipline, +3 penetration-->+0, (just Armor -4 now), demoted four levels to level 5 6 - Inspired Strike - Cost 4-->1, only does +100% damage, can use for non-melee weapons, demoted three levels to level 6 6 - Reaping the Whirlwind - passive - +1 Discipline-->+4 7 - Weapon Mastery - passive - +5% damage-->10% with proficient weapons 8 - Clear the Path - Now gives hobbled and dazed afflictions vs. fortitude, which are upgraded one affliction level if it crits, or downgraded if it grazes - Afflictions will upgrade on crit or downgrade on graze 8 - Clean Sweep- Also gives +5 Deflection per enemy hit for 8s 8 - Inspired Discipline - Cost 3-->2 The only one I'm really proud of is Imperium but it's not a technical achievement. Hopefully I can get through Priest and Paladin pretty easily, then I'm close to finishing overhauls for almost every class. Cheers mates!!
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  2. Whatup Gangsters, if anyone knows how to make a phalanx ability where me and/or my nearby ally get +Def if one of us is wearing a shield, that would be killer. I've tried for a couple days and the conditional just didn't seem to be working.
  3. Also have you tried it out to see if the ability itself works, before adding it to the progression table? I have a ring that I add all my abilities to. Each time I load a game, I summon the ring via the console then equip it, see if there are any immediate problems, then go into combat nearby. You might need a new row instead of just a space to separate these two effects, for example: "StatusEffectsIDs": ["ffffffff-a1aa-4d2d-bd2e-b45596c0c80c", "ffffffff-a1aa-4c64-94d4-ec69589d47bf", "ffffffff-a1aa-4956-8894-2b5e76a39089"], SHOULD BE "StatusEffectsIDs": ["ffffffff-a1aa-4d2d-bd2e-b45596c0c80c", "ffffffff-a1aa-4c64-94d4-ec69589d47bf", "ffffffff-a1aa-4956-8894-2b5e76a39089"],
  4. I can't recall but you might have to start with a fresh character rather than load a savegame for any changes to the progression table. There's a small possibility you're adding it to the wrong table. There are way too many tables and the most simple name is usually the right one. What you did looks right but if you want a perfect example check out my Funnening monk mod that adds a bunch of skills. Some are setup like yours. Ultimately this is an easy problem to solve so don't let it drain your energy. You could try a full re-write or just wait until you make another similar ability and when the new one works, see what you should do with this one.
  5. You could still do it, but you'd have to learn how to modify assets. There is some info lying around here but I haven't figured it out yet.
  6. Here are all of the places where "Tactical" lines of code have to be added to comply with turn-based mode: ============= Attacks ============= .... ( "RecoveryTimeID").... "OverrideTacticalActionType": "None", .... ("DamageData": {.... "DamageType": "Burn", "AlternateDamageType": "None", "Minimum": 10, "Maximum": 15, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, ========================= Abilities ====================== "$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp", "KeywordsIDs": [], "DisplayName": 1840, "Description": 341, "DescriptionTactical": -1, "UpgradeDescriptions": [ { "String": 2640, "StringTactical": -1 } ======================= Status Effects ======================= "OverrideDescriptionString": -1, "OverrideDescriptionStringTactical": -1,
  7. Not sure if you can change attribute limits like that, but the filename should be a .gamedatabundle and in the design/gamedata folder.
  8. I think the damage SE would have to be the Transfer and then the other SE id's would be linked, and they shouldn't say Transfer. Also I don't think you would be dealing damage because it's not ApplyOnTick, but because the duration is infinite they might have the SE forever after first application, even when you're far away from them. For your conditional change the hashes to 0 since it's a new conditional that you changed. You shouldn't even need the conditional but I know there are a few examples in the official code that do it that way also. What you might want to try is making the SE's stacking with a small duration and applying on tick so that they do their effect and then go away. Alternatively you could have a SE that only does ApplyStatusEffectToEnemyOnEvent and give it infinite duration and it applies your damage status effect "OnApply" and then you can give the damage SE whatever duration you want. I don't do auras often so I forget if they're automatically infinite duration or not but I assume they're not so it's important to be able to define both the aura duration and the duration of the effects.
  9. The Druid Shifter Evolution mod changes shapeshifting (spirit-shifting? I don't know the difference.) a lot, so his changes would be helpful as a guide too. However he changes you into a Dragon, just find the Dragon reference and change it to what you want. But I don't know, that's just what I would do!
  10. I would check the shapeshifting code, but maybe you already have
  11. What I'm really curious about but haven't tested yet is StatusEffectDefense
  12. You could disable all of your mods then copy someone else's weapon mod and recreate your mod. I've had to do this more than a handful of times, and it's common in the beginning.
  13. After you load the mod, do giveitem Stiletto on the console. Your mods won't apply to items already created. (Merchants will be fine) Also, if everything doesn't work, I end up recreating the whole thing, with similar code copied, but maybe do that after a few more advice options. Sometimes the code is just wrong and I have no idea how or why, even when I compare code line by line.
  14. generate a string number starting point by taking your username and creating a random number from that somehow, or just create a huge random number with 9+ digits. I started at 305149951 thanks to Peardox, the guy here who started a lot for people.
  15. The only way I know how to do it is to go to the ProgressionTable and reduce the level number
  16. I'm not sure if the StackIfAlreadyApplied works there. Also I would copy the whole item gamedatabundle and overwrite that.
  17. https://www.nexusmods.com/pillarsofeternity2/mods/388 Just finished a mod with affliction keywords for everything but sickened and weakened. The big deal here is that it affects the status effect, where other mods affect the abilities. This overwrites all non-expansion afflictions listed, so it has to be used as a base. Other mods that change any afflictions won't have the keywords, so they'll neutralize this part of my mod. Any other keywords that would be cool?
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  18. Posting some advice I gave to a guy about starting to mod: I plan on making more unique items but I plan on doing that after I finish all of the other classes so it will be way in the future. Making items takes longer but it's actually easier (if you don't make upgrades) because you're usually just creating and adding status effects instead of making new abilities. I think if you go on the deadfire modding forum at Obsidian it's easy enough to learn and I added tutorials on top of those already there. The hardest part is just getting used to the code sections and knowing what parts can be used and what can't for each status effect (like when the attack filter is used, or how limited creating chained attacks are). I would estimate after your first few items you really get the hang of it and it's very easy when you know of a similar ability that already exists. One thing to watch out for is that some abilities just are not possible to remake, so when there is only one of them, be suspicious about it. Circle of Protection, in my experience, can't be reproduced and altered, as an example. My real aversion to creating items is because if an item is interesting enough and really changes the game, then I'd rather have it as an ability than just a unique item. Another helpful warning would be about learning when effects apply based on the code, which is only learned through trial and error. Weapon Attack Abilities have statuses that apply only once the ability is used, so you can't alter yourself or your enemy before the attack occurs! Also, I constantly want to make something that stacks and then keeps stacking and refreshing the duration of all stacks, but this isn't possible and can only be closely achieved by using the Trigger section to add duration on events. On that note, another limitation is your ability to effect yourself based on what the enemy is doing---it's very hard because you are always the target, or the enemy is always the target, so making an effect that occurs on you when the enemy does something that doesn't affect you is extremely hard. Making custom keywords (easy) that then apply correctly (not so easy) is the way around most problems I can't solve. Have a text file for tracking all of your text strings String name, ability name, then a tag of what it's used for 132193021, cool_ability, Ability Name 132193022, cool_ability, Ability Description 132193023, cool_ability, Status Effect for this ability When you get spinning gears on the loading screen, it's because you don't have a text string or something like that! Also, create a system for how you rename code that you copy. Whenever I change the name of the code part, I then immediately change the GUID via https://www.uuidgenerator.net/guid If you have two of the same GUIDs, it will overwrite and you won't know why it's not working! I have a custom ring in the override file which I add my ability GUIDs to, so then it can be immediately tested when I restart the game with my new abilities added to the override folder I use Visual Studio Code and it's super good to use Don't forget that if you have one "," within the quote of the GUID instead of after it, that may be your problem but you'll have to find it without any warnings! Only copy and paste very carefully, and always keep the punctuation carefully on the outside. I made this mistake on an Item Tutorial thread on the modding forums and a guy corrected me. Would have taken me days to figure it out that early in my coding experience! Oh yeah, and use this website all the time: https://eternity.obs...ts/enumerations It's got all of the status effect types. Learning what an "enumeration" is versus a "structure" or "component" is constantly confusing but you can eventually figure it out by clicking on the links on those sites. The names aren't perfectly matched to the names in the code, so you just have to browse for figuring those concepts out, but you rarely need it. Also keep in mind that you can use my 10000 icons mod for creating custom items and weapon art. I use paint.net to change the image files.
  19. Mod Name: The Funnening - Improved Monk https://www.nexusmods.com/pillarsofeternity2/mods/380 Quick Description (Not the Full Description of Abilities) (Full description is in the images on the mod page) The punch attack skills count as new "monk combo" attacks meaning that their recovery is 0. As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas. Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then....I just had to throw omnislash in there even though there's already Whispers in the Wind. Just couldn't help myself. 1 - Equanimity - Passive - -20% Hostile effect durations, -10% Beneficial effect durations 1 - Accumulate - spend a turn, +dmg bonus for 60s, at -1 accuracy to avoid exploitation. 1 - Kala - By attuning to the echo effects of time, the monk converts most of his damage into an amplified 12 second slashing damage effect. 2 - Amkala - 2x damage received, 100% of damage received is healed over 100s 2 - Aiki - Reflect all attacks for 1 second 2 - Taijitu - Deal damage based on wounds, clear all wounds. 2 - Expanse - passive - Max wounds 10-->20, and wounds are generated by receiving 10 damage. 3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks 4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit 4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze. • 10 point damage shield for 8s. 4 - Yuan-qi - Damage dealt converted to 10% bonus Deflection 5 - khanti - Vow - +5% attack speed per 3 seconds until you move 5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack 5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks 5 - Shi Tai - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over) 6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage 6 - Alethic - passive - Attacks vs fortitude also target Reflex if lower 6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting. • +25 defense against spell attacks for 8 seconds 7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s. • +25 defense against affliction attacks for 8 seconds 7 - Go No Sen - modal - Pre-emptively counter-attack at the cost of 3 wounds 8 - Ingression - Channel yourself (stun), while channeling you reflect all hits 8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed 9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack 9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks
  20. Mod Release - The Funnening - Improved Monk Another class in The Funnening series: https://www.nexusmods.com/pillarsofeternity2/mods/380 Comments/hate-mail welcome! The Rundown: The 3 new punch attack skills (Humble, Spear-hand Punch, and Ansara) count as new "monk combo" attacks meaning that their recovery is 0. As always, I tried to add the most I could to the way the abilities warp and expand the style of play for the class, without removing the core ideas. Here I experimented a lot with sacrificing movement/time/attacking for bonuses, bonuses based on tranquility, pacifism including reflecting attacks, silencing attacks, and then....I just had to throw omnislash in there even though there's already Whispers in the Wind. Just couldn't help myself. 1 - Equanimity - Passive - -20% Hostile effect durations, -10% Beneficial effect durations 1 - Accumulate - spend a turn, +dmg bonus for 60s, at -1 accuracy to avoid exploitation. 1 - Kala - By attuning to the echo effects of time, the monk converts most of his damage into an amplified 12 second slashing damage effect. 2 - Amkala - 2x damage received, 100% of damage received is healed over 100s 2 - Aiki - Reflect all attacks for 1 second 2 - Taijitu - Deal damage based on wounds, clear all wounds. 2 - Expanse - passive - Max wounds 10-->20, and wounds are generated by receiving 10 damage. 3 - Stillness - passive - +1 all defenses per sec until next attack or movement, max 25 stacks 4 - Serenity - Passive - While not under duration-based beneficial or harmful effects, +10% miss to hit, graze to hit 4 - Ansara - Fullattack with 90% as magic damage in 1/3 burn, 1/3 shock, 1/3 freeze.  • 10 point damage shield for 8s. 4 - Yuan-qi - Damage dealt converted to 10% bonus Deflection 5 - khanti - Vow - +5% attack speed per 3 seconds until you move 5 - Ahimsa - Vow - +5% damage per 3 seconds for 20s until you launch a new attack 5 - Tranquility - Passive - While not under duration-based beneficial or harmful effects, +10 Accuracy and +10% negate all attacks 5 - Shi Tai - passive - 2 sec after a hit by a spell or ability, -2s duration on all effects (only applies again if the 2sec is over) 6 - Eversion - Channel yourself, counterattack with ranged bouncing raw damage 6 - Alethic - passive - Attacks vs fortitude also target Reflex if lower 6 - Spear-hand Punch - You jab the target, interrupting their spell cast and preventing further spell casting. • +25 defense against spell attacks for 8 seconds 7 - Humble - Melee strike removes all foe's inspirations, makes them immune to inspirations for 30s. • +25 defense against affliction attacks for 8 seconds 7 - Go No Sen - modal - Pre-emptively counter-attack at the cost of 3 wounds 8 - Ingression - Channel yourself (stun), while channeling you reflect all hits 8 - Death and Rebirth - Rapid damage of amounts up to your maximum health (slash/burn vs. Fortitude), revive to full HP with all injuries, afflictions, and duration effects removed 9 - Transcendance - Become an unatargetable astral projection that permanently reduces opponenents' defenses when touched by your slow, non-damaging attack 9 - Omnislash - +900% attack speed for 6 seconds, untargetable, randomly attack an opponent every 2 seconds in addition to your weapon attacks
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  21. You could try adding a passive with RangedAttackDistanceMultiplier, and add Source: Spell in the Attack Filter, but I don't know if it would work and limit the distance increase to only spells. Worth a shot if you know how to do it, though. Sorry for the weird formatting, it's from copy+paste
  22. I'm sure you know this but you should be using the guid of the uuid generator https://www.uuidgenerator.net/guid
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