FORUM ARCHIVED

Question about modding

Discussion in 'Modding' started by Cullen, Apr 27, 2012.

  1. Cullen

    Cullen Member

    how to let pet use his skill?

    how sword skills only work for sword?

    cant reduce down time by other spell? or show up other skill for few turn

    how to make skill damage depend on cross bow or melee weapon?

    cant make spell or skill affect other spell? like

    "fire"
    deal 1 damage to target

    "oil"
    this skill (or spell) increase spell"fire"'s damage or trigger other?

    cant make chain lightning or shot? like

    "lightning5"
    deal 5 damage to target trigger lightning 4
    "lightning4"
    deal 4 damage to adjacent target trigger lightning 3
    "lightning3"
    deal 3 damage to adjacent target trigger lightning 2
    "lightning2"
    deal 2 damage to adjacent target trigger lightning 1
    "lightning1"
    deal 1 damage to adjacent target

    its work as a template but thats not chain

    Code:
    <spell name="Cross Lightning 1" type="template" templateID="8" wand="0" icon="skills/spells/magic_steel32.png" >
    <effect type="damage" voltaic="2" voltaicF="1" secondaryScale="20" affectscaster="0" />
    <effect type="paralyze" amount="1" affectsCaster="0" turns="1" self="0" />
    <effect type="trigger" amount="3" spell="Cross Lightning 1 Effect" />
    <anim sprite="sprites/sfx/lightningstrike/lightningstrike" frames="6" framerate="100" sfx="lightning_bolt"/>
    <description text="placeholder"/>
    </spell>
     
    <spell name="Cross Lightning 1 Effect" type="template" templateID="10" wand="0" icon="skills/spells/magic_steel32.png" >
    <effect type="damage" voltaic="2" voltaicF="1" secondaryScale="20" affectscaster="0" />
    <anim sprite="sprites/sfx/lightningstrike/lightningstrike" frames="6" framerate="100" sfx="lightning_bolt"/>
    <description text="placeholder"/>
    </spell>
     
  2. Kaidelong

    Kaidelong Member

    At this point, it seems charmed and pet monsters will not use their skills. You can't change that, just pray that AI improves with another update.

    It appears to be because it is hardcoded for its particular "id" value, 0, I believe. This is not something that can be used by modders, unfortunately.

    No, but the latter has been requested, and it seems requirebuffontrigger, something I asked for, is coming in the next version so who knows?

    Unfortunately, if you want to do it passively like in the crossbow skill, you are out of luck for now. However, you could use damaging triggers. I'll refer you to this: the relevant triggers seem to be targetHitEffectBuff and crossbowShotBuff.


    This will be possible with requirebuffontrigger.


    Not sure how I would do chain lightning, but perhaps something in Null's Wind Magic mod will be enlightening.
     
    Essence likes this.
  3. Cullen

    Cullen Member

    I think reduce downtime or enable skill need another Mechanism. but it will be impressive and improve game's quality

    I already read this and its not work like that. What i need is another scale by crossbow

    this is what i need.


    Thanks ;)
     
  4. Kazeto

    Kazeto Member

    You can only do it by giving every spell a trigger template that triggers the next spell in line on adjacent monsters (which is still much different from what you demonstrated in your post). There is another way, but seeing the questions you are asking, you won't be able to try the "another way" since it requires experience (because you need to know what precisely to do to achieve that, as the method is pretty crazy [and thus probably not worth the time, though I can try explaining it to you if you want]).

    The easier method is pretty simple, you just give every spell a trigger to a dummy spell that hits the area in a cross shape (or just a 3x3 area around it, depending on the way the lightning is supposed to spread) around it without targeting the original tile and calls the next spell in line on any monster that is within the area of effect. The next spell then strikes said monsters with lightning and triggers the next dummy spell that does exactly the same thing.

    The crazier method would prevent monsters from being struck twice (and ensure that every spell hits just one monster, if that is what you want), but it requires some XML voodoo (aka. experience and willingness to do crazy things, the likes of which Essence and Ruigi do), and it would make heavy use of triggers that are to appear in the next version of DoD, meaning that the could could be written now, but it wouldn't work until the game got updated.

    No can do, there are no hooks for item bonuses, so you won't be able to make a skill that uses crossbow damage (or anything that comes from the crossbow) as the scaling factor.
     
  5. Kaidelong

    Kaidelong Member

  6. Cullen

    Cullen Member


    I hoping next patch make it possible, range attack and melee attack are showing up in the hero stat like other stat. and im more interesting about this(in next patch).

    Code:
    <!-- crossbow special attacks -->
    <!-- placeholder; TODO: proper coding of multishot -->
    <spell name="Fight In The Shade" type="target" downtime="32" icon="skills/fight_in_the_shade32.png" >
      <effect type="damage" piercing="1" />
      </spell>
     
    <!-- placeholder; TODO: proper coding of crossbow counterattack -->
    <spell name="Maverick Counterattack" type="target" downtime="32" icon="skills/maverick32.png" >
      <effect type="damage" piercing="1" />
      </spell> 
     
  7. Null

    Null Will Mod for Digglebucks

    Well no those are quite old and from the beta of the expansion. Secondly nobody said any of that would be in the next patch (and just so you know it won't).
     
  8. Cullen

    Cullen Member

    they can't(and couldn't) make even a multishot? thats great
     
  9. Daynab

    Daynab Community Moderator Staff Member

    To clarify: it's not that they can't, it just didn't make it in. Just like a lot of concepts or placeholders for a lot of previous skills.