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Grape_You_In_The_Mouth

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Everything posted by Grape_You_In_The_Mouth

  1. I was actually able to make this sword work exactly the way I wanted. You get -3 Will and +5% weapon damage per hit with the weapon. The +damage only works for the sword's damage, and the damage bonus is cleared after battle, but the Will reduction isn't cleared until 90 seconds later. The code structure seems to need the following: Item > Item Mod IDs > Attack IDs Item Mod >Status Effect (Apply on Event) >>Status Effect (Real status effect) You can see this pretty clearly in The Producer's Sword mod, which is an example great sword that has some complicated abilities. But you have to piece the code together because it's all in separate files. I had to use a different type of Status Effect to make the item work, because there's isn't a "ApplyStatusEffectToSelfOnEvent". The way Obsidian makes the skills is by having a status effect enabled when wielding the weapon and hitting a target, and that links to another status effect which occurs afterwards. Other Notes -------------------- Item Mods are in the top of the Items.gamedatabundle code Racial accuracy bonuses on items are in the "filter" section of attacks, with Race or IsKith option (IsKith "true",) The "AttackFilter" section of status effects determines the source applicable to the effect Example: (+Deflection vs. melee weapons would be "Range": "Melee", and "Source": "Weapon", for your status effect that increases Deflection.) { "GameDataObjects": [ { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "swordslaying", "ID": "632aba8a-0a38-484b-adc2-638a3a8aee10", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 305149951, "DescriptionText": 305149952, "FilterType": "Weapons", "InventoryAudioEventListID": "d9ef8ec9-f1fb-4d0b-88b7-49d7c0310019", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 25, "IconTextureSmall": "gui/icons/items/weapons/sword/sword_basic_s.png", "IconTextureLarge": "gui/icons/items/weapons/sword/sword_basic_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Sword", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01.asset" }, "ItemModsIDs": [ "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "8b93c088-542b-46a8-a5a3-df0e74854157" ], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "e56c9809-5046-48a8-9334-491b053c79a7", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ItemModel": "art/character/weapons/sword/sword01/w_sword01.fbx", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "OneHanded", "AnimationStanceID": "42de436a-5f52-4bc5-8310-076eb320abc4", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "0426199b-2065-4cd6-8618-e3a84cc79648", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01_scabbard.asset" }, "ScabbardRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] }, { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "SwordSlayingAttack", "ID": "0426199b-2065-4cd6-8618-e3a84cc79648", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "7de64ef2-2625-43a7-b66f-76d853b8fd80" ], "AttackDistance": 0.75, "MinAttackDistance": 0, "AttackVariationID": "536366a9-5173-415f-89a6-be3127e0fb68", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 6, "DamageData": { "DamageType": "Slash", "AlternateDamageType": "Pierce", "Minimum": 13, "Maximum": 19, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 4, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0, "NeverBounce": "false" } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" } ] }, { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "swordslayingwill_ItemMod", "ID": "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "Components": [ { "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 305149953, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 3, "DisplayEvenIfCostZero": "true", "CursesItem": "false", "StatusEffectsOnEquipIDs": [ "a6d9fff1-c99e-4d3e-9278-64d0dfe260b2" ], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": [], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilitiesOnEquipIDs": [] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslayingwill_SE_ApplyOnEvent", "ID": "a6d9fff1-c99e-4d3e-9278-64d0dfe260b2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectOnEvent", "OverrideDescriptionString": 305149954, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "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": "false", "ClearOnCombatEnd": "false", "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": "ParentEquippable", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "false", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 90, "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": [ "f67a23b2-b38b-490b-8000-b4127e1d7ed2", "62f7d98c-9ee0-49eb-b2b5-84adfc91e0c4" ], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnScoringGrazeHitOrCriticalHit", "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": "swordslaying_SE_will", "ID": "f67a23b2-b38b-490b-8000-b4127e1d7ed2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Will", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 90, "MaxStackQuantity": 99, "ApplicationBehavior": "StackIfAlreadyApplied", "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": "false", "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 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslaying_SE_damageproc_slash", "ID": "62f7d98c-9ee0-49eb-b2b5-84adfc91e0c4", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "BonusDamageProc", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": 0.03, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 90, "MaxStackQuantity": 99, "ApplicationBehavior": "StackIfAlreadyApplied", "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": "false", "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": "ParentEquippable", "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": "Slash", "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 } ] } ] }
  2. Thanks House. The problem with the examples posted here already is that they do not change the items significantly. I've already come across problems. My IDs match, my json and Strings are valid. I always get this error in the output_log: ERROR: Failed to load game data bundle C:/GOG Games/Pillars of Eternity II Deadfire/PillarsOfEternityII_Data/override/Sword of Slaying\design\gamedata\swordslaying.gamedatabundle. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51) How do you review your code for a weapon to know it's accurate? I've created a sword that will give extra % damage bonuses each hit, but it reduces your Will each hit also, stackable up to 30 times. I used your godclub as a base, and changed it to reflect the basic properties from the normal sword code. I used the Hel Beckoning sword for graphics references. For the special effects, I altered a version of Relentless_SE_Will and it's parent special effect, Relentless_SE_ApplyOnEvent. What's interesting is that I could cut out all of the special effect code and just make a legendary sword without an issue, but it was the extra good stuff that didn't work. I'm sure you've had these problems before. How did you think about fixing them? (Note: I changed the code to apply on enemies to be safe for testing and haven't added the +%dmg effect yet) (bd418c6c-2544-4fb9-bde9-cd0f2207d2cf = Legendary itemmod) { "GameDataObjects": [{ "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "swordslaying", "ID": "632aba8a-0a38-484b-adc2-638a3a8aee10", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 305149951, "DescriptionText": 305149952, "FilterType": "Weapons", "InventoryAudioEventListID": "d9ef8ec9-f1fb-4d0b-88b7-49d7c0310019", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "true", "IsUnique": "true", "Value": 25, "IconTextureSmall": "gui/icons/items/weapons/sword/sword_basic_s.png", "IconTextureLarge": "gui/icons/items/weapons/sword/sword_basic_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Sword", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01.asset" }, "ItemModsIDs": [ "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "8b93c088-542b-46a8-a5a3-df0e74854157" ], "OnEquipVisualEffects": [ { "VisualEffect": "prefabs/effects/items/weapons/fx_hel_beckoning.prefab", "AttachPoint": "Fx_Bone_01", "EmissiveColor": { "A": 0, "R": 0, "G": 0, "B": 1 }, "EmissiveGlowScale": 0.5 } ], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "e56c9809-5046-48a8-9334-491b053c79a7", "CannotUnequip": "false", "ItemRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ItemModel": "art/character/weapons/sword/sword01/w_sword01.fbx", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "OneHanded", "AnimationStanceID": "42de436a-5f52-4bc5-8310-076eb320abc4", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "0426199b-2065-4cd6-8618-e3a84cc79648", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "prefabs/items/appearance/weapons/sword/a_sword01_scabbard.asset" }, "ScabbardRendererPrefab": "prefabs/itemrenderers/genericitemrenderer.prefab", "ScabbardModel": "", "AudioEventListID": "00000000-0000-0000-0000-000000000000" } ] }, { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "SwordSlayingAttack", "ID": "0426199b-2065-4cd6-8618-e3a84cc79648", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "7de64ef2-2625-43a7-b66f-76d853b8fd80" ], "AttackDistance": 0.75, "MinAttackDistance": 0, "AttackVariationID": "536366a9-5173-415f-89a6-be3127e0fb68", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "9d15e1c1-c6e1-4b25-bc1d-bf3707f6f534", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 6, "DamageData": { "DamageType": "Slash", "AlternateDamageType": "Pierce", "Minimum": 13, "Maximum": 19, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "false", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 4, "InRangeOrder": "true", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "true", "Delay": 0, "NeverBounce": "false" } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "false" } ] }, { "$type": "Game.GameData.ItemModGameData, Assembly-CSharp", "DebugName": "swordslayingwill_ItemMod", "ID": "bd418c6c-2544-4fb9-bde9-cd0f2207d2cf", "Components": [ { "$type": "Game.GameData.ItemModComponent, Assembly-CSharp", "DisplayName": 305149953, "HideFromUI": "false", "EnchantCategory": "None", "Cost": 3, "DisplayEvenIfCostZero": "true", "CursesItem": "false", "StatusEffectsOnEquipIDs": [ ], "StatusEffectsOnLaunchIDs": [], "StatusEffectsOnAttackIDs": ["a6d9fff1-c99e-4d3e-9278-64d0dfe260b2"], "AbilityModsOnEquipIDs": [], "OnEquipVisualEffects": [], "DamageProcs": [], "AbilitiesOnEquipIDs": [] } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslayingwill_SE_ApplyOnEvent", "ID": "a6d9fff1-c99e-4d3e-9278-64d0dfe260b2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "ApplyStatusEffectToEnemyOnEvent", "OverrideDescriptionString": 305149954, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "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": 30, "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": "false", "VisualEffects": [], "MaterialReplacementID": "00000000-0000-0000-0000-000000000000", "AttackFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Range": "None", "ClassTypeID": "00000000-0000-0000-0000-000000000000", "Source": "ParentEquippable", "DefendedBy": "None", "Empowered": "false", "Disengagement": "false", "Stealthed": "false", "UseStealthLinger": "false", "PowerLevel": 0, "PowerLevelOperator": "EqualTo", "ChanceToApply": 1, "AttackHostility": "Default" }, "AttackTargetFilter": { "KeywordsIDs": [], "KeywordLogic": "Or", "Race": "None", "IsKith": "true", "HealthPercentage": 0, "HealthOperator": "EqualTo", "Distance": 0, "DistanceOperator": "EqualTo", "HasDOT": "false", "IsMarked": "false", "TargetHostility": "Default" }, "ExtraValue": 90, "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": ["f67a23b2-b38b-490b-8000-b4127e1d7ed2]"], "AttackValueID": "00000000-0000-0000-0000-000000000000", "AttackOverrideValue": "None", "EventValue": "OnScoringGrazeHitOrCriticalHit", "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 } ] }, { "$type": "Game.GameData.StatusEffectGameData, Assembly-CSharp", "DebugName": "swordslaying_SE_will", "ID": "f67a23b2-b38b-490b-8000-b4127e1d7ed2", "Components": [ { "$type": "Game.GameData.StatusEffectComponent, Assembly-CSharp", "StatusEffectType": "Will", "OverrideDescriptionString": -1, "UseStatusEffectValueAs": "None", "BaseValue": -3, "DynamicValue": { "Stat": "None", "SkillDataID": "00000000-0000-0000-0000-000000000000", "ClassID": "00000000-0000-0000-0000-000000000000", "MultiplyBy": 1, "Operator": "Add" }, "KeywordsIDs": [], "DurationType": "UseDurationTime", "Duration": 90, "MaxStackQuantity": 30, "ApplicationBehavior": "StackIfAlreadyApplied", "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": "false", "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" }, "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 } ] } ] }
  3. Thanks a ton. My VisualStudioCode won't let me format the files because they're too big or long or something. Super annoying.
  4. Is this a quest mod? Was this hard to make and what did you have to do? I'm curious about the limitations of the game for modding new quests.
  5. I've seen Zilbest's tutorial which is helpful but there are 1400 lines of code on the item I'm looking at (an item from the Reliquary mod) and it's hard to even skim through it all to see what really needs to be changed. Anyone have any notes or guides on making a badass weapon with flames and special powers? I'm sure everyone wants to make new items, and if we don't make it easily understandable, then we'll never reach peak animu mod culture for this game.
  6. Vague question possibilities: "Deep" game in the same category as "heavily strategic"? - I assumed this was gameplay, but I'm stuck on depth as intellectual depth (story). Art as "Deep"? It was just buildings and people. If it was the statue of liberty lesbian-kissing the statue of justice, that would be deep. The artstyles were almost exactly the same, the only difference was that PoE was mature in the physical character proportions, and no drawing lines in the 2D art. "Fitting of an Isometric RPG" - At the beginning I thought "an isometric RPG doesn't have to be any of this." At the end I thought "Yeah sure Pathfinder art is fine in an iso-RPG." The art was so bad, I wanted to be positive somehow. "Games purchased this year" - Including expansions? What if the expansions took me 40 hours to play through? The sliders - great idea but the middle usually seemed great because "the perfect balance works for me" except that's super uninformative? What does 15 mean vs. 100? 15% or much less than in usual games? What if it's 15% vs. the counter-balancing characteristic---What's "15 open world" mean when balanced by "85 planned location"? ====================== If they listen to me about the unused gameworlds they can thank me as they fly off in their private jets/mars-ships Took me an hour.
  7. I can't participate in the beta but the fixes look good---I wasn't even aware of these except for confident aim, but that means I appreciate fixing the underknown bugs even more, as I had no idea combat was being affected by these. Love that fixes are continuing, as this is a hallmark RPG for future players to experience. Also, would have to say that from a money perspective I'd be fine with no new updates. Game plays great and combat errors are unnoticeable to me.
  8. Reading the first page of this thread make me wonder how anyone could possibly be so hurt about this issue, other than immaturity. Obsidian doesn't have time or money to fix every bug, and other games have bugs, too---end of story. That's it. That's all there is to it. The beta patches aren't for fixing every problem we notice. It allowed them to make sure the new version of bugfixes didn't crash everyone's game and destroy their items and saves. Oh, and we can respec characters but "dammit you don't want to." Well hey, if it's impossible for someone to pretend like one ability doesn't exist, out of the hundred or more that do exist, I wouldn't call that person reasonable.
  9. The game balance is pretty awesome compared to Baldur's Gate and D&D, both of whom had a much bigger team than Obsidian's PoE team.
  10. Pathfinding never made me quit. Never was it so bad that I had to load from 2-saves-before or reload multiple times.
  11. No walk toggle please. Waste of money, and who would want to move slower through maps? I agree that it adds immersion but this is a C-priority item.
  12. Also is it just me or is this Daermon guy a huge joy to read. "and i like, but 8 better for me " It's like the most enjoyable opinions all wrapped into one person somehow.
  13. This game is so good, I can't believe they're planning on waiting a while for PoE 2. This is JES's highest rated game and it was 5 years ago that Fallout NV came out, so I'm wondering if: - there's some system problems getting in the way, such as waiting for Unity 5 or an easier way to create the game environment maps - there's some drama going on (Tim Cain's been working on Tyranny for the past year, not PoE, but he's systems design so maybe that's not an issue. Also, a founder left the company which is like losing a family member--if everyone hated him, not as big a deal, but if everyone loved him, it's like being orphan Annie and getting dragged back to the school of hard knocks. Either way, it might take time for the team to just get experienced enough to fill the vacant position properly, which is a logistical problem at the very least) - there's some logistics going on. Technically, logistics are always going on, but they might have already made some promises that they need to keep, or they're waiting for more people, or they're waiting for Fig to help them instead of kickstarter, or it's the wrong season to announce anything and they're tired of questions, etc. etc. If I had to guess, I'd say J.E. Sawyer probably just saw Spring Breakers starring James Franco and Disney pop-star Selena Gomez, and Josh came into the office with corn rows, a grill, full-body tattoos, and let everyone know that he'd be having a "Spring Break fo' evah, dawg."
  14. Yeah guys hold up I'm sorry I'mma let you finish but I didn't like all the reading and I never read the golden-texted NPC stories, but I'm on my 3rd playthrough now and I'm doing a slowwww burrrrn and just enjoying it for the story and I'm loving it. I'm almost to the mega lore-dump a.k.a "Act 3" so I'm sure there will be too much elf-god peyote visions, but this game hits me harder every time and I haven't seen any text that is superfluous this time around (maybe they edited it?). One of my first two playthroughs was done without reading any of the descriptive text (unless maybe skimming if part of the main story), and I think that was my worst game experience actually. Edit: I think I might know part of the difference in my enjoyment across playthroughs. A lot of the descriptive text in the main story is vaguely describing important pieces of the narrative puzzle, which will only be clear to you later on in the game. So now that I've played the game already, these introductory dream-like descriptions are not random, but recognizable.
  15. expansion into huger game with incredible C&C and tons of awesome items and skills, with cool secret companions. Then they use the generational-souls concept to make tons of $$$ by making it break the MMO concepts of gameplay: your actyions transfer via souls to dynamically change the MMO world. BOOM. **** you WoW and the blizzard lowest-common-denominator polished approach.
  16. Music does not matter at all to me, because why wouldn't I play the best music ever made in history via Winamp instead? There's no way they can top that.
  17. My thoughts are: can't you just watch Sensuki's videos and find out yourself? He's pratically half of the posts on this forum
  18. I think they should never use the word oldschool. If oldschool games have good qualities, talk about those qualities instead of saying it's been replaced. Maybe take a spin on the word eternity? "Pillars of Eternity -- Adventures that outlast a lifetime." Also: +Wanted: Hero (*Face Outline*) Will Pay 50,000 for Deeds of Intrepid Valor* * -- Or Acts of Intolerable Villainy Take heed! Troubles await your every path. Brigands, monsters, treachery, deceit, and certain death are to be expected. +Play it your way, then enjoy a replay +Be the hero! And do so any way you damn please. +A new world is ready. Are you? +The adventure that reacts to YOU +Some games are like movies. This game, is a real advenure.
  19. So they could throw an in-game preview box as well, which would have the model at a distance so they would see how they look in the game, but it would still be far away enough to veil the non-AAA quality. I really think both the Wasteland 2 and PoE models are a huge turnoff for me
  20. The models up-close during character creation do not look good to me, much like Wastland 2. Should they take the flak for keeping them in, being criticized more for poor character graphics (even though on the map--farther away--they look fine) or should they just have your portrait there during character creation? I would vote the latter, because I really do think seeing your hero models up-close will make reviewers criticize or belittle the graphics much more frequently. And man....custom portraits look so damn cool, am I right guys
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