It was... for the sake of flavour. But no real loss, the staves are one of the most interesting weapons now.
Code: <spell name="Keepaway Stance" type="self" downtime="1" icon="skills/fight_in_the_shade32.png"> <effect type="removebuffbyname" name="And You're To Blame"/> <buff usetimer="0" allowstacking="0" removable="1" icon="skills/fight_in_the_shade64.png" smallicon="skills/fight_in_the_shade32.png"> <description text="You're playing keepaway! Your bolts sometimes knock enemies back, and you sometimes reflexively back away from an enemy that just attacked you."/> <playerHitEffectBuff percentage="20" name="Step Away From The Monster!"/> </buff> </spell> Code: <spell name="Sniper's Nest" type="template" downtime="1" templateID="10" icon="skills/sniper32.png"> <effect type="trigger" spell="Sniper's Paradise"/> </spell> Code: <spell name="And You're To Blame" type="self" downtime="1" icon="skills/maverick32.png"> <effect type="removebuffbyname" name="Keepaway Stance"/> <buff usetimer="0" allowstacking="0" removable="1" icon="skills/maverick64.png" smallicon="skills/maverick32.png"> <description text="Shot in the heart! Your bolts burrow deep into enemy flesh-analogues, causing intense pain and keeping them from using spells as well."/> </buff> </spell> The three stances of crossbow, fixed. They missed the downtime="1" tag, which elimitated the short cooldown in favor of a 0 spell (yuk!). Also, the sniper nest seems to not work properly: it has a strange targeting mode, and it seems to buff you with the same buff being near zero, one or two walls. I cannot see the Lone Ninja's Law buff. Nor I get healed by hitting people with stone cold stance. The dual wield doesn't have anymore the -20 . Code: <ability name="Swift Hands" icon="skills/skill_dualwield.png" skill="7" level="0"> <description text="Faster, kill, kill! Basic training allows you to effectively use two weapons at once."/> <secondarybuff id="9" amount="-20"/> </ability> <ability name="Offensive Maneuvering" icon="skills/warrior/dualwield1_64.png" skill="7" level="1"> <description text="Attack now with all the weapons *at the same time*! Your offensive abilities are increased for a short while. You automatically employ this skill when the chance presents itself."/> <targetHitEffectBuff percentage="12" name="Offensive Maneuvering" /> <secondarybuff id="8" amount="3"/> <!-- Counter --> <secondarybuff id="9" amount="5"/> </ability> <ability name="Ambidextrous Defense" icon="skills/warrior/dualwield2_64.png" skill="7" level="2"> <description text="You can use twice the blocking power! Increases your ability to defend yourself."/> <secondarybuff id="8" amount="2"/> <!-- Counter --> <secondarybuff id="7" amount="4"/> <!-- block --> <secondarybuff id="9" amount="5"/> </ability> <ability name="Combat Momentum" icon="skills/momentum64.png" skill="7" level="3" > <description text="Keep up the momentum of combat for enhanced combat ability. Rip and tear!" /> <targetHitEffectBuff percentage="100" name="Combat Momentum" /> <secondarybuff id="9" amount="5"/> </ability> <!-- defer this. <ability name="Inverse Minion Law" icon="skills/inverse_minion64.png" skill="7" level="4" > <description text="bonus based on # of adjacent enemies" /> </ability> --> <ability name="Not Drizzt" icon="skills/warrior/dualwield3_64.png" skill="7" level="4"> <description text="The best part about being misunderstood is that you're also so totally awesome. Greatly increases your ability to counter attacks."/> <secondarybuff id="8" amount="10"/> <!-- Counter --> <secondarybuff id="2" amount="1"/> <!-- melee power --> <secondarybuff id="9" amount="5"/> </ability> The fix. Also, please add swords, axes, maces and staves, unarmed and archery and throwing in the first post(s), for better navigation between spells and effects.
New Files Uploaded. OK. So. Sniper's Nest isn't working. Neither is Inverse Minion Law, which I added to Dual Wield for testing purposes. If anyone could help me figure out WHY neither of these is working, I would be very grateful! Other than that, I do believe we're almost ready to turn this over to GLG. Anyone have any concerns?
Well I think it's a good idea after you're done making every change you could possibly ever need to test it and find what changes you still need to make.
It's supposed to give you a number of stacks of the buff equal to 8 - the number of nearby enemies (template 13, possibly will upgrade to template 100). Right now it just always gives 8 stacks.
You should probably just make Inverse Minion Law a trigger with a 100% chance on hit or something like that. Looping endlessly has problems and forces the player to recast it every time they reload the game which is annoying. Why? see the problems thing above. Also it creates a long delay on every action which is bad. Also you should just use targetmonster so that it correctly checks each tile in the template for a monster Long Hit and Barbarian Strike scale obscenely well. I'd drop them both down to 1.0 personally. Maybe Long Hit could be higher but not by much
I didn't realise the whole recast every floor thing. That certainly makes it smarter to do it as a on-hit trigger, yep. Will do.
Sorry for the double post, can't edit from my Kindle I had it as a targetMonster, and it didn't work at all. I have no idea shy.
So I think I know why you get 8 stacks of Sniper's Paradise. You give 8 with the spell and remove all of them on each nearby creature (btw I'd increase the range by a tile or two). You should probably use targetmonster instead of amount="1" to not count corpses and make sure they trigger a self spell that removes 1 count of the buff.
I got both of them working properly, largely thanks to Null's points. New files uploaded. Time for the Final Tests. Please to abuse everything and argue balance at this point.
You should probably make sure you read over my stuff to see edits, eg that about Long Hit and Barbarian Swipe scaling at obscenely overpowered rates. Also I don't believe that the thrown and crossbow procs for buffs are working at all. And Inverse Minion Law trigger text is obvious. Should be either invisible or just Inverse Minion Law I'd also suggest making Sniper lose more stacks for proximity of mobs as well as number. Keepaway doesn't work either, that wasn't a good copy-paste, should have just made it trigger Teleport Back One Inverse Minion Law needs to not trigger the buffs if you already have a copy
Make it invisible. Anything that triggers 100% of the time is super redundant to show the skill text. Testing intensity seems to have undergone a logarithmic increase. This is nice.
Re: keepaway -- if I just trigger Teleport Back One, won't you often end up standing on top of a mob that's right behind you? I wanted to use the Quan Missile mechanic so that if the square behind you was full, you didn't step back. Also, I've got fixes for everything but the thrown/crossbow buffs and the keepaway thing. Posting new files now.
Err...found a single stupid mistake. Uploaded spellDB and skillDB one last (I hope) time (until tomorrow).
No it should not be. There are bugs that you missed, and bugs that will show up. If you have time don't release right after changes. Wait at least two days with no bugs before releasing it. I'll edit this with every bug I can find Long Hit needs the / removed from its starting spell tag Omniscient Strike Badassery and Beaned need to be longer Keepaway doesn't use the missile correctly, should fire two spaces back and teleport to the space in front of where it hits. I'm not sure it's even proccing though The game is hanging significantly, likely due to Inverse Minion Law I think Beaned and Fastball need to use percent instead of percentage. They are definitely not triggering as often as they say (primarily because I could still see beaned) Deadshot still isn't killing the buffs before it properly. I have legshot armshot and eyeshot active all at once Crossbow Blast and Maverick buffs don't have any percent. Omniscient Strike doesn't proc on bolts (but works fine on thrown/melee)