A few questions on class editing. (2024)

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A few questions on class editing. (1)

marhawkman
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A few questions on class editing.

Postby marhawkman » Thu Oct 28, 2004 2:02 am

So far in class editing I've taken out all the old amazon skills, not deleted just removed from the tree. And replaced them with new skills, not actual new skills but copies of similar old skills. And arranged them the way I want them on the skill tree.

Now this leaves me with a few problems that have yet to be resolved. Most of the skills were chosen because It doesn't look like I'd have to change much to make them the actual skill. a few of them I don't know how to change though.

1: The poison resist passive. how do I give it poison absorb?

2: How do I change the damage type of enchant?

3: How do I change the name and stats of the character class?

4: How do you make a curse that does damage over time?

5: how do you take the animation from the attack that tainteds use and put it into a skill?

6: I have more questions that I don't remember right now......

EDIT: 7: I'm having a problem with my clones of Fire Blast. Instead of casting the skill my character disappears and nothing happens until I click the mouse. What could cause this?

Last edited by marhawkman on Thu Oct 28, 2004 2:08 am, edited 1 time in total.

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A few questions on class editing. (3)

ChaoticDeath
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Postby ChaoticDeath » Thu Oct 28, 2004 2:12 am

3. String (tbl) files. Also in charstats.txt

4. Poison A few questions on class editing. (5)

7. This requires an animation that your character may not have, or there is an overlay problem..

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A few questions on class editing. (6)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Thu Oct 28, 2004 2:14 am

For #4 I want to make cold and Lightning damage curses.

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A few questions on class editing. (8)

ChaoticDeath
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Postby ChaoticDeath » Thu Oct 28, 2004 2:50 am

You could do something like the Holy Freeze and Holy Shock auras. NOt sure if you can apply that to curses though...

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A few questions on class editing. (10)

Myhrginoc
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Postby Myhrginoc » Thu Oct 28, 2004 3:48 am

#2: Change the Etype, aurastat1 and aurastat2 fields in skills.txt.

#5: Those are bighead missiles. You ultimately draw from the BigheadLightningMissile animation. For your skill using a missile, copy the CelFile and AnimLen values from a bighead missile to your missile, and also copy AnimSpeed if you want the same animation cycle rate.

Last edited by Myhrginoc on Thu Oct 28, 2004 3:57 am, edited 2 times in total.

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A few questions on class editing. (13)

Kraj
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Re: A few questions on class editing.

Postby Kraj » Thu Oct 28, 2004 4:31 am

#1: As far as I know, the game code for poison absorb does not work. I may be wrong, so if someone knows otherwise please correct me, but I don't believe you can add poison absorb to anything.

#4: Again I don't know for sure, but I don't think curses will apply damage. Your best bet would be a curse that gives the target negative life regeneration. It's not elemental like you want, but it will work.

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A few questions on class editing. (15)

Seaular
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Re: A few questions on class editing.

Postby Seaular » Thu Oct 28, 2004 4:42 am

Your best bet would be a curse that gives the target negative life regeneration.

Is this possible? I've tried to do this but monsters seemed to not be affected by negative hpregen.

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Re: A few questions on class editing.

Postby Flux_Capacitor » Thu Oct 28, 2004 5:43 am

Negative hpregen does work, but its a little weird. In order to have it take effect, you need to hit the affected creature. Once you do, the negative hpregen will kick in.

marhawkman";p="199312" wrote:3: How do I change the name and stats of the character class?

ChaoticDeath";p="199313" wrote:3. String (tbl) files. Also in charstats.txt

Some clarification on this. Change the name through String.tbl for the 'classic' characters, and ExpansionString.tbl for the 'expansion' characters. Change the stats through CharStats.txt. Do NOT change the name (class column) in CharStats. I believe this will cause serious problems.

7. To avoid the pain of creating new animations for characters, simply change the anim column and the seqtrans columns in Skills.txt for the new skill to something like SC. This will cause the character to use their standard 'cast' animation.

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A few questions on class editing. (17)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Thu Oct 28, 2004 3:01 pm

#4: Would it be possible to create a state that damages the monster every few frames?

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Re: A few questions on class editing.

Postby Flux_Capacitor » Fri Oct 29, 2004 12:42 am

I think there are currently two states that will cause this sort of constant damage: poison, and openwounds. Poison is, of course, 'resist'-able, but if I remember right, openwounds is not.

I don't believe there is a real way to have a curse cause damage. I have a couple alternative ideas that may work for a damaging 'state', but I haven't worked out all the details.

Copy a homing missile skill and missile (like Guided Arrow or Bone Spirit). Make the missile invisible by 'null'-ing out the CelFile column in Missles. Set the missile up to be piercing, and have it not die when it hits a creature (ColideKill = 0). The missile should strike the creature a couple times, every second or so, similar to the way Guided Arrow used to work when it was able to hit the same creature more than once. I've undoubtedly left stuff out, but that should get you started.

Another possible idea would be to try cloning Freezing Arrow, and have it spawn the ground fire like Immolation Arrow. Then, turn the ground fire invisible. You'd have a frozen monster, cooking in an invisible fire.

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A few questions on class editing. (19)

kingpin
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Re: A few questions on class editing.

Postby kingpin » Fri Oct 29, 2004 1:01 am

I think there are currently two states that will cause this sort of constant damage: poison, and openwounds. Poison is, of course, 'resist'-able, but if I remember right, openwounds is not.

You have a third one "Burn".

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A few questions on class editing. (22)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Fri Oct 29, 2004 1:05 am

8: For my "Poison Aura" Skill I cloned Holy Shock and changed the damage type. But it doesn't do damage over time and instead does damage, apparently poison damage, but immediately each time the Aura flashes. How do I make it actually poison things?

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Flux_Capacitor
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Re: A few questions on class editing.

Postby Flux_Capacitor » Fri Oct 29, 2004 1:49 am

Did you set the ELen field in Skills? This is how long you want the poison to last, in frames (25 frames = 1 second). If you want the poison to last 10 seconds, set ELen to 250.

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A few questions on class editing. (24)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Fri Oct 29, 2004 1:16 pm

kingpin";p="199422" wrote:

I think there are currently two states that will cause this sort of constant damage: poison, and openwounds. Poison is, of course, 'resist'-able, but if I remember right, openwounds is not.

You have a third one "Burn".

How would I set up a curse to inflict that state on something?

Edit: 9: How do I make a weapon mastery? I copied Claw mastery and I want it to work with a bow instead. The problem is that in the skill all I see that looks changeable is the clawmastery state. Do I have to make a state in States.txt for bowmastery?

Last edited by marhawkman on Fri Oct 29, 2004 3:20 pm, edited 1 time in total.

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Re: A few questions on class editing.

Postby Flux_Capacitor » Fri Oct 29, 2004 3:48 pm

Burn is a damage type, so I think you would need to set up a missile or an attack skill with this damage type. Once you hit a creature, they would be inflicted with the burn 'state' (kind of like openwounds). However, burn is handled differently than other damage types (no experience is awarded for kills), so I'm usually of the opinion that it shouldn't be used.

9: To make a weapon mastery, copy claw mastery (which you did), and change the item type it works with. I forget the actual column in Skills, but its right next to several 'passive' columns (right next to the passivestate column, I think). I believe 'h2h' will be in there now, for claw mastery. Change it to 'bow' to have it work with bows. However, it was discovered that only certain stats seem to work properly with masteries. If I remember right, the stats that work are a percent bonus to attack rating, a percent bonus to damage, and a percent bonus to critical hit.

You could create a new state, but its not entirely necessary. It depends on whether or not the character that will have the bow mastery skill will ever be able to get the clawmastery state, either through the Claw Mastery skill, or some other method. If the character can, then create a new state. If not, you can create the new state, but you really don't need to.

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A few questions on class editing. (26)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Fri Oct 29, 2004 6:18 pm

4: I thought of an alternate way to do this that doesn't involve a curse, but it doesn't work like I want it to. This idea is clone Mindblast change the damage and make it do damage over time. But this won't have the enemy act like they've been hit every second or so. I want the enemy to recoil like they were hit and show the zap graphic.

Or make a trap that has holy shock would that work for this?

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A few questions on class editing. (28)

Kraj
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Re: A few questions on class editing.

Postby Kraj » Fri Oct 29, 2004 7:01 pm

You trap comment gave an idea on how to workaround this. Create a new minion in monstats. Give this minion an agressive melee AI, fast walk speed and outgrageous hitpoints, resistances, etc. Make the animation invisible, the attack rating zero and the level 1 so it will never be able to hit anything. Then give it the elemental damage aura you want and give the aura's target a state so it looks like all the monsters in the aura are cursed. Use the bonewallmaker skill to summon the minion so that you can set it to dissappear after a duration.

Last edited by Kraj on Fri Oct 29, 2004 7:03 pm, edited 1 time in total.

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A few questions on class editing. (30)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Sat Oct 30, 2004 2:24 pm

Hmm. I'll try that if the trap idea doesn't work.

2: I tried changing those fields, but it still does fire damage.

10: I cloned fireball and changed the damage type to poison but now the display says 0-1 damage in green, which is less than it's supposed to do. When I use it it doesn't act like it's poisoning, instead I see a red flash like fire bolt did.

11: How do I make a character start with a bow and arrows? I know how to change the starting items but I'm not sure what Item codes to use.

12: I made a skill I called poison strike. To make it I copied bash and added some poison damage. But the skill display doesn't show the poison damage....

Last edited by marhawkman on Sat Oct 30, 2004 6:36 pm, edited 1 time in total.

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A few questions on class editing. (32)

Myhrginoc
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Re: A few questions on class editing.

Postby Myhrginoc » Sat Oct 30, 2004 9:00 pm

marhawkman" wrote:10: I cloned fireball and changed the damage type to poison but now the display says 0-1 damage in green, which is less than it's supposed to do. When I use it it doesn't act like it's poisoning, instead I see a red flash like fire bolt did.

Poison is a duration-dependent damage. Use Joel's Poison Calculator to determine what you put in EMin-, EMax- and ELen-type fields.

11: How do I make a character start with a bow and arrows? I know how to change the starting items but I'm not sure what Item codes to use.

Use the bow code from Weapons.txt and the arrow code from Misc.txt.

12: I made a skill I called poison strike. To make it I copied bash and added some poison damage. But the skill display doesn't show the poison damage....

If you have checked your poison damage numbers (see #10), then be sure you are using a skill description that allows poison to be properly displayed. You might look at the Necromancer's poison skills to see what display strings and formats are used.

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A few questions on class editing. (35)

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Re: A few questions on class editing.

Postby siel » Sat Oct 30, 2004 9:24 pm

You add items to starting characters by adding the item codes to charstats.txt.
Just look at the file, it should be pretty obvious which fields are the correct ones you'll see the other starting items in there.

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A few questions on class editing. (36)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Mon Nov 01, 2004 5:03 pm

I can't seem to find the poison calculator on File Planet.....

Anyhow, more questions.

10: The red flash was because I hadn't changed the missile. Now I just need to adjust the poison so that it does the right damage amount. For some reason the skill does a few hundred poison damage over 3 seconds now.

13: I cloned shock web for two skills. What I want to do is to increase the area of effect. apparently increasing the number of spikes that you throw doesn't really accomplish that.

14: How do I change the graphic for an aura skill? That little thing that gets displayed under your char.

15: I made a clone of Convert that I called Seductive strike. I want to give it a negative damage multiplier. how do I add that?

16: One of my passives that I'm working on is supposed to increase HP. How do I make it do that?

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A few questions on class editing. (38)

mishy23
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Re: A few questions on class editing.

Postby mishy23 » Mon Nov 01, 2004 7:02 pm

Lots of questions A few questions on class editing. (40)
I got only a moment so i'll answer what I can.

#13 - aurarangecalc field should be radius of effect for skill.

#14 - aura graphic is set with an overlay. Set up a new aurastate, in states.txt create your state, and there is a spot for an overlay in there, use an overlay that exists already or create a new overlay in overlay.txt.

#15 - srcdam field can change damage by a multiplier, most skills use 128 which just means 100% or normal damage. You can change this to 64 and skill would do half damage. I actually have changed conversion also to be only 3/4ths damage (srcdam = 96).

#16 - For max hp mastery, copy one of the sorc spell damage masteries, change passivestate1 to item_maxhp_percent (just 'maxhp' might work also), also change passivestate to a new one.

Well hope that helps,
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A few questions on class editing. (41)

marhawkman
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Re: A few questions on class editing.

Postby marhawkman » Mon Nov 01, 2004 7:58 pm

15: Does that field accept a formula? I want the reduction to be based on the level of the skill.

16: I started by copying Iron Skin Would I just need to add the HP modifier to that?

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A few questions on class editing. (43)

mishy23
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Re: A few questions on class editing.

Postby mishy23 » Mon Nov 01, 2004 8:21 pm

#15 - unfortuantely I do not think srcdam will accept formulas, though i never did try, but no other skills use them.
And to make matters worse conversion has no calc fields for damage, unlike alot of other melee skills, so at the moment I am unsure how to modify the % damage you can do with conversion based on level

#16 - Ironskin will work as a base, basically any passive should work as a base (except weapon masteries)
And if you want to keep defense bonus and add hp bonus, just add this hp bonus to passivestat2.

-Mishy23

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A few questions on class editing. (45)

reiyo_oki
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Postby reiyo_oki » Tue Nov 02, 2004 12:14 am

Do the cltdofunc and srvdofunc allow for more than one stat on all passives? I didn't think they did.


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A few questions on class editing. (2024)

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