Jump to content

Search the Community

Showing results for tags 'modals'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog
  • The Community Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 2 results

  1. Not sure if anyone has seen any charging abilities in the game, but I couldn't find any and finally figured out how to make one. By charging abilities, I mean abilities that make you "charge up" by dedicating time to the ability, and allow you to release the effect at any time, and the effect is bigger the more you charged up. Megaman's or Samus's blaster are good examples. The abilities are going to be on an item I'm making called Evelyn's Jaunt. I made two modal abilities and grouped them together via a modal group: { "$type": "Game.GameData.ModalGroupGameData, Assembly-CSharp", "DebugName": "MG_evelyns_jaunt", "ID": "113f042e-5a0e-4b62-95e3-a20bdf957622", "Components": [ { "$type": "Game.GameData.ModalGroupComponent, Assembly-CSharp", "DisplayName": 305151077, "MustBeActive": "true" } ] } Then I made one ability charge up ("Charge Up") and the other bursts you into the air ("Liftoff"). Charge Up will stack effects at a rapid pace, which will be applied OnClear via ApplyStatusEffectOnEvent. But we need a fast tick rate, so I made one to be 10x per second: { "$type": "Game.GameData.IntervalRateGameData, Assembly-CSharp", "DebugName": "Interval_10_Per_Second_evelynsjaunt", "ID": "222ecc89-771e-4a80-b749-d1e552205d3b", "Components": [ { "$type": "Game.GameData.IntervalRateComponent, Assembly-CSharp", "Interval": 0.1, "OnlyWhileMoving": "false" } ] }, The Charge Up modal ability is: Ability -> Attack (simple melee attack only to apply status effects) -> ApplyStatusEffectonEvent [OnInterval] -> ApplyStatusEffectOnEvent [OnClear] -> Accuracy stacking bonus, launching stacking effect, and another ApplyStatusEffectonEvent using OnClear after 1s to create visual effects and restrictions to the player at the perfect time Unfortunately, the VerticalLaunch effect is inconsistent after multiple uses, so I had to make it for a set amount of time and make some graphics changes to hide the limitation. However, the Accuracy and other effects stack just fine. I used AddDurationIfAlreadyApplied on the visual effects to last as long as the stacking bonuses, and then made them with "Event": "OnStop" to occur at the end of the status effects. Then we have the Liftoff modal ability, which is just an attack with a keyword. This keyword will be used to clear the effects built up during Charge Up, by creating this in the Charge Up trigger settings for the 1st & 2nd ApplyStatusEffectOnEvent : "TriggerAdjustment": { "TriggerOnEvent": "OnLaunchesAttack", "TriggerOffEvent": "None", "ValidateWithAttackFilter": "true", "ParamValue": 0, "ValueAdjustment": 0, "DurationAdjustment": 0, "ResetTriggerOnEffectTimeout": "false", "MaxTriggerCount": 1, "IgnoreMaxTriggerCount": "false", "RemoveEffectAtMax": "true", "ChanceToTrigger": 1 }, Then on the AttackFilter we put in the keyword that we created and assigned to the Liftoff modal ability's attack. Keywords can be made via this code: { "$type": "Game.GameData.KeywordGameData, Assembly-CSharp", "DebugName": "evelyns_jaunt_Keyword", "ID": "d9f0545a-6897-4b2e-ae36-b9b3e4082fbd", "Components": [ { "$type": "Game.GameData.KeywordComponent, Assembly-CSharp", "GuiDisplayString": 305151076, "AbilitiesDisplayString": -1, "Description": -1, "OverridePluralEffect": -1, "Icon": "", "TintableIcon": "" } ] }, Then you put that keyword ID at the beginning of the Liftoff modal's attack and make sure it's in the attack filter of the Charge Up modal's 2nd ApplyStatusEffectOnEvent. Now when we use Charge Up, we gain stacks every 0.1 seconds, and when we use Liftoff, our Charge Up effects recognize it and are removed, which triggers them to apply all at once because they're set to OnClear. To be precise, "OnClear" is at the "EventValue" not the ApplicationType, which can be confusing. ApplicationType is almost always ApplyOnStart because it has limited options. But wait: What could go wrong? Well, you'll always have problems with visual effects and deciding when to use HideFromUI or HideFromCombatTooltip. But what's really wrong with this? We probably don't want to have the player able to use the Charge Up modal again while the current effects are still applied. Maybe you do, but for my ability, that would be too good, so we have to disable the other modal ability somehow. How do you disable a modal ability? It's actually really hard. DisableKeywordAbilities didn't work for me. DisableModalAbilities removed all the effects of the Charge Up, even though I don't need to use that modal anymore! Instead, I had to apply a Conditional to the Charge Up ability so that whenever I had a status effect with a Charge Up keyword used, the Charge Up ability deactivated, then reactivated afterwards: First I created the new keyword (using the same method as before) for Charge Up (this is a new keyword) and put it on a status effect that would last as long as the others. "KeywordsIDs": [ "4d7d49fc-2305-4c8b-9fe1-5c9c0c244c06" ], Then I created the Conditional on the Charge Up ability: "ActivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "4d7d49fc-2305-4c8b-9fe1-5c9c0c244c06" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": true, "Operator": 0 } ] } }, "ApplicationPrerequisites": { "Conditional": { "Operator": 0, "Components": [] } }, "DeactivationPrerequisites": { "Conditional": { "Operator": 0, "Components": [ { "$type": "OEIFormats.FlowCharts.ConditionalCall, OEIFormats", "Data": { "FullName": "Boolean HasStatusEffectWithKeyword(Guid, Guid)", "Parameters": [ "7d150000-0000-0000-0000-000000000000", "4d7d49fc-2305-4c8b-9fe1-5c9c0c244c06" ], "Flags": "", "UnrealCall": "", "FunctionHash": 0, "ParameterHash": 0 }, "Not": false, "Operator": 0 } ] } }, Now this says the Charge Up ability will Deactivate when I have a Charge Up status effect with my new Charge Up keyword, and activate again when that effect is gone. Now you can charge up and blast off into the air, and a whole new type of abilities are available to Deadfire. What are the downsides to charging abilities? They take up valuable space on the screen, but only one space per modal group. I'm not sure what else, but I think it's really cool.
  2. HAve a weird UI bug since DLC release. The modal options don't updates. I have 3 weapons set with different proficients. Dual pistols in set 1 show my pistol modal, I switch to a hatchet + dagger (proficient), it show the pistol modal + dagger modal, switch to 1 blunderbuss in main hand (proficient), show only the pistol modal. Look like modals from proficient in first set overlap the ones in other sets depending of main hand/off hand.
×
×
  • Create New...