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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. I just released my Improved Ranger pack at https://www.nexusmods.com/pillarsofeternity2/mods/350 and you guys might be able to use it as a base for some other cool abilities. There are 8 active abilities and 11 passive abilities, and I put on a focus on trying to change the gameplay as much as possible for a Ranger class. Expanding how the hero uses Full Attack and moves across the battlefield are good examples. Also because it's a Ranger, I created a lot of passives around the dynamics of giving and receiving attacks at a distance. Unfortunately there were a couple good ideas that I couldn't get to work, but 19 abilities ain't bad at all, either. Cheers mates,
  2. A pretty simple mod with big gameplay effects. If you think I'm all wrong here I'd love to know why. I also toned down the Brilliant inspiration--anyone know if that's unwarranted? It seems crazy to me at a 6 second rate. https://www.nexusmods.com/pillarsofeternity2/mods/349/ New Affliction/Inspiration ---------------------------- Sickened -5 Constitution, -25% Healing done Weakened -7 Constitution, -50% Healing done Enfeebled -10 Constitution, +50% Hostile Effect duration, -100% Healing done ------- Fit +5 Constitution Hardy +10 Constitution, +2 Armor Robust +15 Constitution, +2 Armor, regenerate Health periodically Hobbled -5 Dexterity, Cannot run Immobilized -10 Dexterity, Cannot move Paralyzed -15 Dexterity, 25% Incoming Hits converted to Crits, Paralyzed, Cannot be interrupted Petrified Same as Paralyzed, but with a different visual -------- Quick +5 Dexterity Nimble +10 Dexterity, +100% Stride Swift +15 Dexterity, +100% Stride, immune to Engagement Staggered -5 Might, Cannot engage Dazed -10 Might, Cannot engage, -4 Penetration Stunned -10 Might, -4 Penetration, Stunned (Can't take actions), -10 Deflection -------- Strong +5 Might Tenacious +10 Might, +2 Penetration Energized +15 Might, +2 Penetration, interrupt enemies on Crit Confused -5 Intellect, Abilities and attacks target both friend and foe Charmed -5 Intellect, Controlled, Cannot cast abilities Dominated -5 Intellect, Controlled, Alliance flipped --------- Smart +5 Intellect Acute +10 Intellect, +1 all Power Levels Brilliant +15 Intellect, +1 All Power Levels, +1 of All Class Resources per >>12.0<< sec. Distracted -5 Perception, Flanked Disoriented -5 Perception, +50% Recovery Time, Flanked, +50% Initiative (only in Turn-based mode) Blinded -5 Perception, +50% Recovery Time, Flanked, +50% Initiative (only in Turn-based mode), -10 Accuracy, -50% Attack range, Immune to Gaze attacks, Cannot use Gaze attacks ---------- Insightful +5 Perception Aware +5 Perception, 50% Graze-to-Hit Intuitive +5 Perception, 50% Graze-to-Hit, 25% Hit-to-Crit Shaken -10 Resolve, -3 All Power Levels Frightened -10 Resolve, -3 All Power Levels, Cannot use Hostile abilities Terrified -10 Resolve, -3 All Power Levels, Can take no action other than to flee --------- Steadfast +5 Resolve Resolute +10 Resolve, gain Concentration periodically Courageous +15 Resolve, immune to Interrupt
  3. https://forums.obsidian.net/topic/105849-tutorial-how-to-edit-assets-and-assetbundles/ I've never done this before but this should be the best link for it.
  4. Just releasing my mod of skill-scaling magic items on the nexus. Pretty cool.
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  5. What is the directory for ability icons when we install as Bmac says? None of the mods use any atlases so maybe it's impossible? The obvious answer works: gui/icons/abilities/your_icon_name_here.png but can there be only one atlas? Still don't know.
  6. I just added two of my skills successfully. I don't think you gave me enough info. Your debug name might be the same as your ability's, which will cause a conflict. I think that's your problem actually...it looks like you're using the ability's name and ID at the top and the middle of the code here. The top should be a new ID for this instance of BaseProgressionTableAppendData. The top part of this code is a new thing starting something else, just like the top of the code for your ability in GenericAbilityGameData is the start of your ability. The short version of this format is: BaseProgressionTableAppendData "append_CorpseMaker" New ID ...............Class Table ID ......................................CorpseMaker ID .......................................................Prerequisites: Class ID Here's what mine looks like: { "GameDataObjects": [ { "$type": "Game.GameData.BaseProgressionTableAppendGameData, Assembly-CSharp", "DebugName": "append_druid_improved_wavewake", <----I'm going to add WaveWake ability to the druid table "ID": "251a66a5-25e5-4bb8-b1d1-2c9bb2833501", <----new ID "Components": [ { "$type": "Game.GameData.BaseProgressionTableAppendComponent, Assembly-CSharp", "BaseTableID": "879d3662-bdf7-4585-99e4-0af2df117c50", <-----------Druid table "AbilityUnlocks": [ { "Note": "", "Category": "General", "UnlockStyle": "Unlock", "ActivationObject": "Self", "AddAbilityID": "a6422e6c-3e34-4c11-9a80-d614e3bc02a5", <-----WaveWake ability ID "RemoveAbilityID": "00000000-0000-0000-0000-000000000000", "Prerequisites": { "MinimumCharacterLevel": 3, "PowerLevelRequirement": { "ClassID": "568f1c26-1398-4e67-8b81-0f6a60e6cdde", <-----Druid class ID "MinimumPowerLevel": 3 }, "RequiresAbilityID": "00000000-0000-0000-0000-000000000000", "Conditional": { "Operator": 0, "Components": [] }, "VisibilityConditional": { "Operator": 0, "Components": [] }, "IsMutuallyExclusiveUpgrade": "true" } } ] } ] } ] }
  7. Whispers of the Wind looks like a great example for how to do multi-attacks. Hopefully it's not supported by secret code.
  8. Hey I was thinking that your big problem may be that you're replacing something and using the Append method. The append method was created to not conflict with other mods so maybe it doesn't replace any overlapping code? You should try replacing the progression table itself.
  9. Invisibility and NonTargetable seem to overwrite MaterialReplacement effects, especially when combat starts. Keeping a spell combat-only worked for me.
  10. ProTip: { "VisualEffect": "prefabs/projectiles/wizard/fx_tayns_chaotic_orb_projectile.prefab", "AttachPoint": "Chest", "AttachMode": "Attach", "MeshType": "None", "Loop": "true", "Event": "OnApply" } Is the dopest dope you've ever smoked. Hands down, dopest dope you've ever smoked.
  11. FYI - If you can make an item do the same wavy orb hit effect that a sceptre does, you're insanely lucky. I cannot figure out any combination of visual effects that recreates that hit effect.
  12. I would first make sure the ability works, but maybe you've already done this. I use a ring that grants the ability to see if the ability effects work. I still haven't added any of my abilities to a progression table since the newer versions, and that should be the right ID.
  13. 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.
  14. 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!
  15. 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": ""
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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 ****************
  22. 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"
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