Yeah, I just wanted to make sure that he hadn't reverted back to an old version of skillDB without some changes.
OK will do tomorrow Re: depreciation : GODDAMN COPY PASTE ERRORS WILL BE THE DEATH OF ME! That is all
Code: <spell name="[lotss and lots of spaces] OmniscientStrikeBadassery" type="target"/> stuff </spell> There is an extra / at the end of the first <spell> tag. Apart from that, the new OS is working from a mechanical standpoint. The Shots are all having their chance to be applied. Long Style still isn't working, but I don't think you've changed anything yet. Sleepy time.
I tried omniscient strike two days ago, and it worked fine: two different debuffs proced as they should. Dunno with the latest build.
That's not actually what it was supposed to be doing. It should be giving a chance to proc all of the debuffs. The two you were getting were likely the one(s) you had from the first and last skills and soulshot.
OK, so, this is really wierd. This is the effect I used: Code: <spell name="Long Hit" type="template" templateID="03" anchored="1" attack="1"/> <effect type="damage" crushing="7" crushingF="1" secondaryScale="25"/> <!-- wizard levels --> <anim sprite="sprites/sfx/null" frames="1" firstframe="0" framerate="100" centerEffect="0"/> </spell> <spell name="Long Style" type="self" downtime="1" icon="skills/warrior/staff-fighting3_32.png"> <requirements weapon="3"/> <effect type="removebuffbyname" name="Not In The Face!"/> <effect type="removebuffbyname" name="Two Ends Stance"/> <buff usetimer="0" allowstacking="0" removable="1" icon="skills/warrior/staff-fighting3_64.png" smallicon="skills/warrior/staff-fighting3_32.png"> <targetHitEffectBuff percentage="100" name="Long Hit"/> <description text="Your staff attacks -- all of them -- strike 2 squares out in front of you as long as you're in this stance. It's the 'fight smarter' way of Wizardly combat. Unfortunately, you still have to have someone right in front of you to swing at."/> </buff> </spell> Notice the added damage line in Long Hit and the switch of template 31 for template 03 -- those are the only differences in the spell. What happened? I attacked a Little Batty with a Common Cave Raven behind it...and the game went crazy. I attacked the batty infinitely, never hit the cave raven. [edit]Further testing reveals that my player will attack until such time as I hit Ctrl/Alt/Del, then he stops. Like somehow the Task Manager makes DoD be like "OK, fine, I'll end this infinite loop."[/edit] No freaking clue what the hell happened. My intuition was that attack="1" and anchored="1" don't play well together if the anchored template isn't actually adjacent to the player, which is why I chose 03 (the Trompenant line), but the whole 'dozens of attacks in a row' thing...really has me baffled. [edit]I think the problem may be that the attack="1" spell is triggering the targetHitBuff, which causes the attack="1" spell to go off again. But if I'm right and the whole not-adjacent-but-anchored thing is the problem, this causes an unresolvable scenario to the best of my primitive logic-skills. And it's still not hitting the enemies behind the main enemy. DAMMIT.[/edit] Any ideas? [Further Edit: More research: I created a custom template that hits like this @#.@ (basically 31 with an extra hit directly behind the player). If I manage to get enemies in all three spots (%#%%), the Long Hit will correctly strike the enemy directly in front, then turn and play a second attack animation for the enemy in back, and then loop those two back and forth until I Crtl-Alt-Delete, without ever hitting the third enemy. Conclusion: targetHitEffectBuff attack="1" spells follow different rules than activated attack="1" spells. Rather than apply an attack="1" effect and then applying the rest of the spell to all of the template squares (like Trompenant does), they apply the attack="1" effect to all of the template squares in succession -- and non-adjacent squares can't be affected by the attack="1" effect. This means that both Barbarian Swipe and Long Style either need to be made into non-attack="1" spells or replaced entirely with new concepts. Well, fuck.[/edit]
OK. New Files Uploaded. Long Style and Barbarian Swipe are no longer attack="1", and instead each delivers two packets of basic damage, one scaling to Melee Power and one scaling to the appropriate archetype levels. All other suggested fixes above have been implemented. And, as a special surprise, while I don't know if David will take me up on it (we kinda talked about it, but not really), I've added (without any testing at all!) the Throwing and Crossbow modifications I proposed to him via PM a while back. Feel free to play around with those as well. I have, in particular, no idea at all if Sniper's Nest will do what I intend it to (give a bonus to Crit, Sight, and Piercing damage based on the number of walls adjacent to the player when it's cast). The rest of it is pretty straightforward though.
Would barbarian strike loop endlessly if used with an axe attack? I hadn't tried it with any skills, but all of my regular attacks functioned normally. I didn't loop endlessly like you were experiencing in your testing.
Just make them deal one packet scaling to one stat for the sake of simplicity. They don't need any added complexity and a better scaling on one packet is much greater than two weakly scaling packets. I don't want to use Axenado and see 20 damage packets. Also afaik Nicholas doesn't want people using the secondary scale warrior/wizard level glitch for official content; in such a case the primary stats should be used instead. But yeah several procs already in the core game have attack="1" on them, as does Viking as he said. Also all your crossbow and thrown icons are too large. Keep in mind this includes Hulky Hurler. Also Long Hit isn't anchored so it hits two spaces to the north of the target. Sniper's Wall Check is showing the buff as Sniper's Wall check rather than something more appropriate. The template on cast is odd and exposes the details of the implementation. Should be on self. Plus adjacentwall tells you you must be next to the target to use the abilty for each failed wall. Omniscient Strike and other such buffs still do not have enough spaces
Sweet. Will take all of that into account when I get more coding time tonight. Thanks! Long Hit is anchored in my version...
I was able to take care of those changes during my snack break. Only spellDB.xml needed updating; the rest are the same as before. [edit] except the buff spaces thing. I'll add more later. [/edit]
Gotta run, but: Keep-away Stance is using the 64x icons instead of the 32, so they look big and dumb on my spell bar. Didn't get to see if that was also true for the rest.
Code: <ability name="The Stanley Burrell Stance of Hard Beats" icon="skills/skill_mace.png" skill="2" level="2"> <description text="It's important to keep your mace in tune so you can batter beat-perfect on the big day. Puts you in a stance that reduces enemy damage with every hit."/> <damagebuff crushing="3" /> <spell name="The Stanley Burrell Stance of Hard Beats"/> </ability> The name had again the capitalization issue. This is the correct name, in skilldb. :edit: also, something i've just realized: no more + bonus for staff users?
I've just redownloaded it, I think. The last "barbarian" stance hit I made damaged more the adiacent enemy that my true target. In fact, I've just redownloaded the skilldb to see if I was in error. I'm not. ^^ Also, edit in the last post.
WHEN WILL THE GODDAMN COPY PASTE ERRORS EVER STOP!!?!?!?!?!?!!! I mean -- fix'd. It'll be right when I reupload next. And...yeah, no more +. Staff attacks scaling multiple times with magic power is enough, I think.