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how to trigger Flames of Devotion from item?


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7 replies to this topic

#1
mammasaura

mammasaura

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Hi, I'm trying to trigger flames of devotion after an auto attack of a given weapon.

Setting the status effect event isn't a problem but Flames of Devotion, like Barbaric Blow or Finishing Blow etc don't have an AttackID, they act like "pure" abilities and can't recall them through the status effect component.

 

Is there a way to auto trigger these abilities?

 

Thanks


Edited by mammasaura , 09 August 2018 - 11:53 AM.


#2
kilay

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Hi, I'm trying to trigger flames of devotion after an auto attack of a given weapon.

Setting the status effect event isn't a problem but Flames of Devotion, like Barbaric Blow or Finishing Blow etc don't have an AttackID, they act like "pure" abilities and can't recall them through the status effect component.

 

Is there a way to auto trigger these abilities?

 

Thanks

you could try to make a new custom passive ability (itemod mod- on equip) with same bonuses of flames of devotion that trigger on a new attack  (make it target self), so you should be able to add  what you need.
it's really late for me , so apologies if i wrong something :)


Edited by kilay, 09 August 2018 - 07:48 PM.


#3
mammasaura

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Thanks for the suggestion, the problem is I'm lost on "that trigger on a new attack", how can you do that?

 

If I change the ability in passive and I simply put it in the itemmod field "AbilitiesOnEquip" the behaviour I get is autodeath :D, the ability is used over and over on the character.

 

The main issue is that you cannot trigger the ability itself, you can trigger the attack or the statuseffect of the ability.

For now I'm trying to use the approach with a status effect of type "ApplyStatusEffectOnEventWithChance" or "AttackEnemyOnEventWithChance".

 

itemmod - "StatusEffectsOnEquipIDs" -> StatusEffect - "ApplyWithChance" - attackid.

 

This is a trouble with abilities that have their own personalized component, like finishing blow.

 

For others, like flames of devotion I tried to "emulate" the behavior creating a custom attack or just doing it with status effects, but failed, having more trouble than expected to proc a damage on the current weapon at a specific % chance.


Edited by mammasaura , 10 August 2018 - 04:37 AM.


#4
mammasaura

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Ok, let's try to make it simple (not really).

 

I took the ability Wounding Shot. The original ability doesn't have an attack, it just has 2 status effects chained.

I decided to have an attackid instead in which I declared my damage data and put the status effects of the original wounding shot.

 

What happens:

- If I target my character, works as the original, damage + damage over time.

- When I target another character, the damage I declared in the damage data works, but not the damage over time of the status effect.

 

What's happening? Is it possible to fix?

Attached Files



#5
kilay

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You missed to add the raw damage status effect to the attack , try with that

{
			"$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp",
			"DebugName": "Testing_Attacks",
			"ID": "b7b9837d-d5d6-4e3b-8ad0-a3307b80c749",
			"Components": [{
					"$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp",
					"KeywordsIDs": [],
					"AttackDistance": 1,
					"MinAttackDistance": 0,
					"AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc",
					"UseParentEquippableHand": "false",
					"CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9",
					"RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847",
					"ImpactDelay": 0,
					"ForcedTarget": "None",
					"AffectedTargetType": "All",
					"AffectedTargetConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"AffectedTargetDeathState": "Alive",
					"HostilityOverride": "Default",
					"PushDistance": 0,
					"FaceTarget": "true",
					"AccuracyBonus": 10,
					"PenetrationRating": 9,
					"DamageData": {
						"DamageType": "Crush",
						"AlternateDamageType": "None",
						"Minimum": 11,
						"Maximum": 20,
						"DamageProcs": []
					},
					"Require****Object": "true",
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": ["9438780f-00e4-4a01-adf4-4340d11f4d75", "1c395176-2d90-45b9-862c-c471367f3041"],
					"RandomizeStatusEffect": "false",
					"CanGraze": "false",
					"CanCrit": "true",
					"DefendedBy": "None",
					"AfflictionsDefendedBy": "None",
					"AfflictionApplicationModifier": "None",
					"SubstituteHitVisualEffect": "",
					"VisualEffects": [{
							"VisualEffect": "prefabs/effects/abilities/rogue/fx_finishing_blow_hit.prefab",
							"AttachPoint": "Chest",
							"AttachObject": "Target",
							"AttachMode": "PositionFaceSource",
							"MeshType": "None",
							"Event": "OnHit",
							"AnimEventID": 0,
							"Loop": "false",
							"Scale": "false"
						}
					],
					"AttackOnImpactID": "00000000-0000-0000-0000-000000000000",
					"ExtraAttackID": "00000000-0000-0000-0000-000000000000",
					"LaunchBone": "LeftWeapon",
					"HitBone": "Root",
					"OnHitShakeDuration": "None",
					"OnHitShakeStrength": "None",
					"NoiseLevelID": "82bc1ce9-3a81-41ca-a61a-cc1f73a53de7",
					"AllReactNoise": "false",
					"InterruptsOn": "Crit",
					"InterruptType": "Normal",
					"TargetAngle": 0,
					"ApplyOnceOnly": "false",
					"PathsToTarget": "true",
					"HideFromCombatLog": "false",
					"AdditionalAttackOnTooltip": "false",
					"DoesNotApplyDamage": "false",
					"TreatAsWeapon": "false",
					"BounceData": {
						"Bounces": 0,
						"Multiplier": 0.5,
						"Range": 10,
						"InRangeOrder": "false",
						"NoRepeatTargets": "false",
						"AlwaysBounceAtEnemies": "false",
						"Delay": 0,
						"NeverBounce": "false"
					}
				}, {
					"$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp",
					"EngagementRadius": 1,
					"IsUnarmed": "false"
				}
			]
		}


 



#6
mammasaura

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It's because the 2 status effects are chained, the first status effect takes % of the damage you deal and overrides the value of the second with the new value and applies as dot.

#7
kilay

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It's because the 2 status effects are chained, the first status effect takes % of the damage you deal and overrides the value of the second with the new value and applies as dot.

 

oh, ok, not sure if you are aware of that but atm you are using "Wounding_Shot_SE_RawDamage" (vanilla) not the one that you've putted inside your bundle

 

"Test_Wounding_Shot_SE_RawDamage" , maybe the issue could be related to that?


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#8
mammasaura

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Yes, I noticed, but the custom was actually the vanilla version, didn't change anything....so this means I need to test again some of tries I previously did.

 

My concern is that it's actually works with the "vanilla setup" if I hit my own character.






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