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Everything posted by Grape_You_In_The_Mouth
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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.
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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,
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Not sure if you can change attribute limits like that, but the filename should be a .gamedatabundle and in the design/gamedata folder.
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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.
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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!
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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.
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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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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.
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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
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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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