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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. Hi gangsters, I was wondering if you could share any info you have about bouncing attacks. If you were raised in the streets, you would know that when a Glock-9 is fired, those bullets bounce off of hard things, like metal. I'm trying to make a Ranger essentially have that Glock-9. There are some easy bad options and some interesting questions, when looking at the game data, and I will use this opportunity to discuss everything about multiple attacks and bounces and similar game abilities. ***Here's What I've Learned*** MultiHit - If you make a FullAttack ability for a ranged attack, the IsMultiHit enables it to be a beam like the Heart Seeker skill ........Limitations: It's a beam in one attack. Can't attenuate damage as it flies through opponents. Bounces via PowerLevelScaling in Abilities (BounceCountAdjustment) ........Doesn't seem to work. Not used in the code at all. Bounces via the attack data ........Used for Minoletta's bounding missiles like below: "BounceData": { "Bounces": 2, "Multiplier": 1.2, "Range": 2, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0, "NeverBounce": "false" }, ........Limitations: This must be a specific, created attack. Can't inherit weapon damage. More Projectiles via PowerLevelScaling in Abilities (ProjectileCountAdjustment) ........Doesn't seem to work. It's always 0. Make a Custom Attack with Extra Attacks or Bounces ........Limitations: Can't inherit the damage from your weapon Make Extra Attacks via ProjectileCountMult and ExtraStraightBounces ........Limitations: ExtraStraightBounces is limited to only hitting directly behind the target. Make Extra Ranged Projectile Attacks via ProjectileCount (AttackRangedComponent) in Attacks ........This one is easy and it works great, but it's not the bouncing I want for my specific situation above. Extra Attacks via AttackOverrideValue "Primary" in StatusEffects ........Unfortunately, it probably doesn't work to make a StatusEffect AOE attack that then targets multiple people for a StatuseEffect that triggers a Primary attack on each person affected. But this is worth trying. Why does scaling never change? Probably because there is DefaultMultiProjectileScaling and other default scaling values in the Global game data. Also, there is no definable scaling type other than "Default", as you can see here. What I Know I Don't Know - Why MultiHits are limitless for Heart Seeker but are limited for others - Why Storm of Seven Bolts has 4 bounces and 7 projectiles with no maximum number of hits but it seems to act completely differently in the game. I don't see 4 bounces or limitless MaxHits. That's all I know. If you know anything else or can think of any other examples that may be different, say it loud.
  2. Not sure if anyone else is having this problem now but saving the html is bad again now that the forum has been revamped. All the images are huge and the background/foreground windows aren't captured. Alexandria is burning!
  3. I finished this skill a while back so here's my post-mortem: The stunned effect graphics show up but the rest is just the weird default green smoke when the attack hits. Also, if anyone is curious, another deficiency here is: This is a full attack and there is no projectile prefab defined. This would be the big beam or if it was the Heart Seeker skill, it would be the green arrow streak. >>>WeaponAttackAbilityComponent ---FullAttack "ProjectilePrefab": ""
  4. You could try Boolean HasSubClass(Guid, Guid) I think there's a GUID for current character (7d150000-0000-0000-0000-000000000000) but I'm not sure.
  5. Pro-Tip: If your ability is giving you a hard time and it's not even reacting to the ApplyStatusEffectOnEvent effects you made, well if you just need to clear the effect, then you can simply use the Trigger section. Make it TriggerOnEvent for the event you want, then give it a max trigger of 1 and clear the effect when the trigger occurs. "TriggerOnEvent": "OnPostAttackRollCalculated" ... "ValidateWithAttackFilter": "true", ... "MaxTriggerCount": 1, ... "RemoveEffectAtMax": "true", The above is the only way I know to get my ranged attack bonus to remove after putting on a OneHitUse status effect. The problem started when I couldn't use OneHitUse in combination with a FullAttack ability component. Why? Because I needed to slow the attack itself, which should work but does not. I know, I know that there are many FullAttack abilities that use OneHitUse status effects without any issue. I made a bow attack with a slow attack speed and let me tell you that there were problems in every possible way you could imagine. Maybe it's because it's ranged, who knows.
  6. GravitonGamer I think "AddPhrases" does this. Humble Requests -=-=-=-=-=-=-=-=-=- Any kind of enabling for variables in status effects would be monumental (I'm sure you guys have thought of this). I'm not sure if it's a system limitation but being unable to compare or transfer or multiply a variable value is surprising given that assembly code is so simple with it. Thankfully this is already available in some specific instances for damage values, etc. As an example, Perception vs Perception would be cool to compare in a status effect. It would be baller to be able to attenuate the damage of attacks with multiple hits. Bounce data can do this but a lot of attacks can't bounce, like MultiHits. I'd also love a status effect to override bounce data for attacks fired. Maybe it's tricky since this is already specifically added via the ExtraStraightBounces. Anything that opens up WeaponAttackAbilityComponent for more FullAttack modifications would be killer. Attack speed or animation length for each phase was my big need. I would die for a status effect that applies another status effect to all allies or companions, but I'm guessing I'm being lazy here and haven't thought of a quick 1000 range AOE or something. A lot of desired effects could have "workaround" solutions if it was possible to apply a status effect before an attack is considered. I don't know if this is OnLaunchesAttack or not because deep in my heart I'm still noob.
  7. I don't know much about this but I know that you have two applications trying to do work for you, that would be better done yourself. You have steam which determines its own pathways for everything and then the nexus mod downloader as well. Do you know where those files are put? Having ownership over the process is why you should buy on GoG, mate.
  8. There's also a difficulty option in the global gamedata file that increases HP by a straight %. All you have to do is change that number to the % you want.
  9. Like many of you, I too once suffered from Obsidiano-Interneta-Tutorialiosis. Peardox and Bmac were creating the beginner's tutorials, and I was saving them desperately. Fhav6x was breaking through barriers, and I couldn't wait to store this information until the day I get a russian mail-order bride smart enough to understand and teach me what it means. But when you save the HTML in chrome....it just keeps spinning. And when you save the complete webpage in Chrome.....there's a huge frickin' black box taking up half the screen the entire time! Perhaps Obsidian is constantly making heroic tales because the real villain is haunting its own backyard....right in the heart of its saved HTML files. Open up that mother truckin' HTML file in an editor like NotePad++ and search for <div id="overlay" style="display: none;"> And delete it. ***************YOU WIN ****************
  10. Has anyone figured out some principles for creating visual effects? Everytime I try to edit the visual effects I go down some rabbit hole of trial and error. I've had problems before but now it's a very difficult situation. I'm trying to make a shackle shot that hits an enemy then shoots towards another enemy (which may or may not hit). I want to make the visual effect a beam, hopefully looping when both enemies are hit and stunned, but even just one beam effect somewhere would be fine. I used Wounding Shot as the initial attack base and then an AttackOnEvent for the stun hit. I'm only getting some default Ranger attack of green smoke even though I've replaced all the visual effects! Super lame. My ability is structured like this: WeaponAttackAbilityGameData >>>WeaponAttackAbilityComponent ---FullAttack ---AttackVisualEffects ---AttackStatusEffectsIDs (linked attack stuns) >>>>>>>AttackTargetOnEvent -------OnApply >>>>>>>>AttackMeleeGameData --------"VisualEffects" --------"AttackOnImpactID" (linked attack shoots out) >>>>>>>>>>>>>AttackRangedGameData -------------"VisualEffects" -------------AttackRangedComponent ----------------"ProjectilePrefab"
  11. It's looking impossible to have any ability that requires targeting twice. For instance, leaping to a location and applying beam damage from beginning of the leap towards the leap location. You can't make a leap attack and link it to a beam attack. Edit: Instead, you have to use an attack type of BeamTeleportAttackGameData, like the Fighter's Charge attack. This means that AOE pulse attacks can follow a targetable ability, because it doesn't require extra targeting.
  12. I just had to use notepad++ to manually add in all the notes for the ranger class code from v2.1 to v3.0 I'm working on. I couldn't find a way to merge the file. Lame! Peardox, if you want a copy of the file to add to the website let me know. The notes show the name of the abilities so you actually have an idea of what you're working on. For some reason they were removed in the 3.0 version. I didn't make labels for the new abilities added by 3.0 yet. Ex: "Note": "PL 8 Unlock - Vengeful Grief",
  13. What's up with the lack of "Note" sections in the progressiontables file? These were actually removed, I can't beeeleeeve it. Is there some other easy way to know which ability is which now?
  14. The effect should happen on you when you miss an enemy? That could be via ApplyStatusEffectOnEvent but I wouldn't know how to make it apply to an enemy
  15. Thought you'd be able to mod something but couldn't? This is the post for you. Who knows, maybe someone else figured out a way and can correct you! +skills, scaling via another skill (+1 to Stealth per each Bluff skill) +duration for all abilities from you (Intelligence does this, but only Intelligence, and it has other bonuses attached)
  16. Push distance? There seems to be a maximum as I increase and decrease a push ability. When over the maximum, enemies don't move anywhere. It looks like if the range is too far, then they don't move at all. The physics is all janky and only occasionally will it allow a creature to be pushed into a wall and slide along the edge, but most of the time it just never moves anything.
  17. When modding it's usually important to know the limits of the code you're working with. Excel famously has a limit to the rows for each spreadsheet, and it's determined by the number of byte values tracking the rows (5 bytes = 1,048,576 possible numbers). Are there any hard limits to values in the PoE enumerations, structures, or scripts? For example, I just tried to make an effect that raises all other skills per Diplomacy skill. 15 status effects on one ItemMod....you bet the game broke. But is it because of a number limit, or because I just coded something uncool? What if I try to make my Power Level 9000??
  18. There is a new topic in this forum for each patch that describes what the new patch has changed, and how it may affect mods. If you have not read those, it is worth trying.
  19. Do you know which key word are unsafe for new statuseffects? There is a "boss" keyword for example. So many of those keywords are not in any StatusEffect. They seem to be listed in groups in the Keyword List of gui.gamedatabundle. For instance, there are two "scroll" keywords in different places, and they are sometimes alphabetical until the next group is reached.
  20. To make an effect only affect specific categories, you can use keywords in the AttackFilter section. Keywords act as categories/tags. Here is how I made boots that increase the Area of Effect size for only Burn, Shock, Freeze, and Corrode abilities. "StatusEffectType": "AoEMult", . . . "AttackFilter": { "KeywordsIDs": [ "f0dbb330-1b06-4175-8ce4-efe790b99213", "9c7d6f36-50ff-4b08-a528-74789abe0599", "f8a513bb-3e92-4d10-b59f-abbdf71d8af4", "56895011-1aab-4413-827b-51a126c04555" ], . . . } You could also change "AttackHostility": "Default", to "Hostile" if you wanted only offensive spells to be affected. How do you get the keywords? I have no idea, I can't find a list anywhere. Here's the List of Keywords I have so Far: Keywords ---------------- Cypher stuff (Mental & something else?) 902ae78f-1151-4f14-9db6-a7a1c728a1eb 04f1f10c-5b4c-42ce-8fc2-01ce366851ad fire - f0dbb330-1b06-4175-8ce4-efe790b99213 shock - 9c7d6f36-50ff-4b08-a528-74789abe0599 frost - f8a513bb-3e92-4d10-b59f-abbdf71d8af4 corrode - 56895011-1aab-4413-827b-51a126c04555 restoration - d5e4e9b4-9565-4654-9e2e-2d68d8847c20 evocation - 3f075d80-787a-493e-bbaa-6da3d6dc2d0f illusion - 69d9e77c-1a78-4af0-b590-0ea1620ab60b enchanting - 6149f072-d79d-4429-8dbd-3f014e8f013c flanked - 8ca098ca-731e-481d-b958-a337064afd6c gaze abilities - 30171246-34fc-4066-b6da-6aa100db273d plant - 504782eb-f943-42a1-93dc-cbec74d42c66 If you instead wanted to make an item that gives +3 Power Levels to Priest spells in the Restoration category, that is instead at the end of the code: "KeywordValueID": "d5e4e9b4-9565-4654-9e2e-2d68d8847c20", . . . "ClassValueID": "f7cb46af-a719-41c0-9a53-107eefdbce2b", Maybe you hate that idea and want to make a weapon effect that only affects enemies that are flanked instead? The AttackTargetFilter is your happy place: But first you define this effect only for the weapon: "AttackFilter": { . . . "Source": "ParentEquippable", Then it only hits flanked targets: "AttackTargetFilter": { "KeywordsIDs": [ "8ca098ca-731e-481d-b958-a337064afd6c"
  21. Here's how to make an effect occur after a certain amount of time after combat starts. This will have to be an ability, because abilities can have the status of "IsCombatOnly" and that starts and stops the effects automatically. This ability will give -0.2 Power Levels per History skill after 60 seconds. "$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp", "DebugName": "head_history_lessons_Ability", . . . "IsPassive": "true", "IsCombatOnly": "true", "StatusEffectsIDs": [ "4971be2c-d568-4b14-b6a3-41e5805e41c7" ], Then you have your first status effect, which will be the countdown timer that triggers the next effect (your truly desired effect) after the duration. The countdown timer uses ApplyAtEnd, but Obsidian uses OnClear instead. If you use OnClear it appears that you have to change a couple more settings. Note: The first effect (the countdown timer) will describe the effects because it's linked to those effects. So in the game it will look like those effects are happening but they are not---it's just the timer. That is why it is hidden from the GUI (HideFromCombatTooltip, HideFromCombatLog, HideFromUI), when Obsidian made drug crashes, so it doesn't appear that your effects are happening when truly they are only about to happen! Also, notice that the first effect (the countdown timer) can be a good or bad effect, so "IsHostile" should be something that helps the player when they have better intelligence or resolve! { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "head_history_lessons_SE_powerlevel_decrease_ApplyOnEvent", "ID": "4971be2c-d568-4b14-b6a3-41e5805e41c7", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectOnEvent", "OverrideDescriptionString": 305149979, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 60, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyAtEnd", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "false", "ClearOnCombatEnd": "false", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "true", "HideFromCombatLog": "false", "HideFromUI": "true", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [ "b928e3c4-2c79-4ed3-bddb-757ef34b834a" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "head_history_lessons_SE_powerlevel_decrease", "ID": "b928e3c4-2c79-4ed3-bddb-757ef34b834a", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "PowerLevel", "OverrideDescriptionString": 305149980, "UseStatusEffectValueAs": "None", "BaseValue": 0, "DynamicValue": { "Stat": "SkillValue", "SkillDataID": "c6b6f87a-0381-4219-93eb-77ae2b64f0af", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": -0.2, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "Infinite", "Duration": 1, "MaxStackQuantity": 0, "ApplicationBehavior": "UseLongerDurationIfAlreadyApplied", "ApplicationType": "ApplyOnStart", "IntervalRateID": "00000000-0000-0000-0000-000000000000", "StackedChildrenApplyEffects": "false", "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "TriggerAdjustment": { "TriggerOnEvent": "None", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "false", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 0, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "false", "ChanceToTrigger": 1 }, "PowerLevelScaling": { "UseCharacterLevel": "false", "BaseLevel": 0, "LevelIncrement": 1, "MaxLevel": 0, "ValueAdjustment": 0, "DurationAdjustment": 0 }, "IsHostile": "true", "ClearOnCombatEnd": "true", "ClearOnRest": "false", "ClearOnFoodRest": "false", "ClearWhenAttacks": "false", "ClearOnDeath": "false", "HideFromCombatTooltip": "false", "HideFromCombatLog": "false", "HideFromUI": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "None", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default", "TargetType": "None" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 0, "OverridePenetration": 0, "DamageTypeValue": "All", "KeywordValueID": "00000000-0000-0000-0000-000000000000", "RaceValue": "None", "StatusEffectTypeValue": "None", "ItemValueID": "00000000-0000-0000-0000-000000000000", "AfflictionTypeValueID": "00000000-0000-0000-0000-000000000000", "StatusEffectsValueIDs": [], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnApply", "ClassValueID": "00000000-0000-0000-0000-000000000000", "WeaponTypeValue": "None", "AttackHitType": "None", "SkillValueID": "00000000-0000-0000-0000-000000000000", "AudioEventListID": "00000000-0000-0000-0000-000000000000", "BedRestDaysMinimum": 0, "BedRestDaysMaximum": 0 } ] } ] }
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