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Need some help regarding the loadout type of ingots

Discussion in 'Modding' started by Neo_Combine, Jun 23, 2012.

  1. Neo_Combine

    Neo_Combine Member

    I am trying to allow my new skill to give a person a custom made ingot. Also if anyone knows how, I am trying to make a spell that will consume an item for it to work and if there is none of that item it will not allow the skill to work.
     
  2. Kalos

    Kalos Member

    I'm pretty sure consumeItem="X" doesn't prevent you to cast the spell even if you don't have the item, so you can't do it.
    You can make the item useable instead.

    And to prevent the usage of the item before the player reach the planned skill level, you can either make the item drop only after you got the skill (with <targetKillBuff percentage="X" name="Y"/> ) or give a buff who change the effect of the item ( with requirebuffontrigger="1" requirebuffontriggername="Z" and requirebuffonnottrigger="1" requirebuffonnottriggername="ZZ" )

    Good luck.
     
  3. Neo_Combine

    Neo_Combine Member

    Thanks but i have a good idea on what to do now based of the concept of evidence from the lawyer mod. Instead of eating the item and then activating the effect i am going to have the item give a passive buff and then when you use the ability it uses up one of these buffs. Which is what you suggested here. Thanks for the help, still i might have to use some of the ideas you have given me.
     
  4. Neo_Combine

    Neo_Combine Member

    Can you elaborate on the requirebuffonnottrigger="1" and requirebuffonnottriggername="zz".
     
  5. Kazeto

    Kazeto Member

    Make the skill give you a permanent dummy buff
    Give the item a dummy trigger.
    Said dummy trigger will then make two calls.
    One of them will have 'requirebuffonnottrigger="1"' and 'requirebuffonnottriggername="(name of the dummy buff)"', and it will just spawn one item of the type you just used (you just used one item, but since you don't have the buff, it just spawns the item you used back for you).
    The other one will have 'requirebuffontrigger="1"' and 'requirebuffontriggername="(name of the dummy buff)"', and it will activate the desired effect (you used one item, and since you have the buff, which also means you have the required skill, it does whatever it was supposed to).
    It's kind of easy once you notice that you can use dummy buffs to redirect triggers webs.
     
  6. Neo_Combine

    Neo_Combine Member

    Well i have managed to make the item give the buff, but the spell is consuming the buff but is also making the same buff, meaning it is a 1:1 exchange. I am confused as hell. Here is the spell itself if you have time to try and figure out where i have messed up. Any help would be welcome
     

    Attached Files:

  7. Kazeto

    Kazeto Member

    It is the skill tree that should give you the buff, and the item should be dependent on the presence of said buff without removing it.
     
  8. Neo_Combine

    Neo_Combine Member

    I am sorry I still do not understand. The skill tree that i am using atm just gives the person the skill to "burn" this buff to gain another limtied time buff. The theory behind this is that when you eat something you then get a buff, this buff can then be consumed but only if you have the buff. If i am just being stupid feel free to say so, I have only begun coding about a week ago and so i am still learning
     
  9. Kazeto

    Kazeto Member

    Wait, what...?

    From what I understand, you made it so that the item gives you a buff, which is then changed for another, non-permanent at that, buff upon using the skill, and then casts the original buff or itself on you once again, depending on the presence of itself. I don't want to delve any further...

    No, I won't say that you are stupid. But I'll say that you should start with making something less complicated for your first project, because right now you seem not to know what are the bits of code you inserted doing.

    I had a wall of text to insert there, but I won't bother, since not only it'll fail to help any (since it's not that you don't know what you want to do, it's that you don't know how to do that), but it'll also make me look like a jerk because you seem to be using a method that differs greatly from the one I proposed and I would only be forcing my ideas on you. So I'll just say this:
    http://dredmod.com/wiki/Main_Page
    Visit this site and read the tutorials and spell effect reference there. After you do so, you'll probably be able to figure what is wrong on your own.
     
  10. Neo_Combine

    Neo_Combine Member

    I have read the website before and it has not helped from what i can see, however i obviously am not thinking about this and so i shall spend some more time trying to figure this out. Thanks for your help i do appreciate it. This is my second project, i feel i have the basics sorted out and so i decided to go for another idea i had. Which is the Allomancy mod. When i figure this bit of code out the rest of the mod will be easy. I will re review the wiki. Again thanks for the help.
     
  11. Kazeto

    Kazeto Member

    I see...

    In this case, here is the file you uploaded changed so that it would work. I haven't tested it, but it should be working the way it was supposed to. Either way, you can compare it to your file and see what is different.
     

    Attached Files:

  12. Neo_Combine

    Neo_Combine Member

    I appreciate the continued support, i shall review the file now and inform you whether or not you have saved me a lot of trouble.
     
  13. Neo_Combine

    Neo_Combine Member

    I see what you did... clever. It still does not work but you have put me on the right path. Thanks, I should be able to figure this out sometime tommorow. Thanks for all the help
     
  14. FaxCelestis

    FaxCelestis Will Mod for Digglebucks

    If you need more reference, you can look at what the Brofistery skill in FaxPax does to augment the I Cast Fist spell.
     
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  15. Neo_Combine

    Neo_Combine Member

    Thanks for the support, but i think that i will be okay, thanks to the cyclic abilitys on the wiki. After i finish drayton manner tommorow i will work on this. And hopefully have the Allomancer mod finished by wednesday and tuned by thursday.
     
  16. Neo_Combine

    Neo_Combine Member

    Thanks to the cyclic ability from the wiki i have been able to fathom a spell that works. Thanks for the help Kazeto and to Fax for the offered help. Here is the spell file if you want to look at what i changed. Again this community is awesome.
     

    Attached Files:

    Kazeto likes this.