miriyaka

miriyaka

Joined Member # 3401066
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Yeah, I confirmed that the IsMelee flag is being set and kept when the goggles are purchased. The crit is nice both because of the unexpected high-damage hits from multiple crits/procs, and because its effectiveness scales up linearly with other increases in both damage and ROF. Just adding 30-40 damage or something would be better in the first 5 minutes, but then much weaker once the sigils start flying and health hits 4000-5000. For reference, 1.25x @ 25% averages out

17 Replies 6,205 Views

I don't see anything wrong with that particular call. The argument provided (MasterGoal) seems to have been confirmed non-nil earlier on in the function. Maybe adding a few log messages to the effect of repr(aiData[hero.currentGoap].MasterGoal) both at the initial check where hero.currentGoap is set and right before line 439 where it's used might shed some light on what's happening. Also checked HeroGOAP.lua, and I don't see a way that Sync.AIData.Hero[self.Name].MasterGoa

262 Replies 88,370 Views

I went ahead and spent the 15 minutes or so needed to get this working according to your description, and non-destructively. http://code.google.com/p/nubletsupreme/downloads/detail?name=Goggles.zip&can=2&q= Everything is added procedurally and fully hooked, including the crit ability, the two new description entries, and even the OnAbilityAdded functio

11 Replies 8,338 Views

[code="c++"]Ability.AchievementVision.OnAbilityAdded = function(self, unit) unit.IsMelee = true end[/code] in an empty AchievementItems.lua. Could you really not have figured that out from the HasGoggles hook I gave you above? Oh well. And yeah, there's obv. a parse error somewhere in one of those files, which is why you should have a logging shortcut if you're going to try to mod anything, no matter how simple it may seem. Edit: I just looke

11 Replies 8,338 Views

[quote who="Ptarth" reply="250" id="2693030"]The AI code for Demigods is arguably the most interesting, I'm surprised that no one has gotten into it after Peppe.[/quote] The AI for SCFA was terrifyingly complex and not very smart/adaptive, so I never had an interest in it. Subsequently, AI is the part of Demigod's code that I know the least about (since most of my knowledge is carried over from FA) although it seems to be quite a bit different than FA's, and a lot more goal/obje

262 Replies 88,370 Views

Ability tables are sim global, which means you cannot directly change WeaponProcChanceRanged for any one player, as that would also change it for all other players. There's actually a super-easy way to accomplish what you're trying to do: 1) Add an OnAbilityAdded function to the goggles that sets unit.HasGoggles to true. No need to do an OnRemoveAbility, as it's a favor item. This can be done non-destructively with one line of code: [code="c+

11 Replies 8,338 Views

DG 1.3 fixed around half of the things that 1.02 was addressing, but as Ptarth says, they'll still play nice together for the most part. I can't remember if 1.02 overwrote any targeted abilities, but if it did, they may not re-engage targets properly, since DG 1.3 added a flag to a bunch of abilities that determines their post-use re-targeting behaviour. If you're feeling enterprising and don't mind giving some feedback, I posted a test release in the downloads of

519 Replies 1,097,914 Views

[quote who="OMG_pacov" reply="239" id="2681532"]So - played a couple games using this mod. The teleport logic is pretty bad at this point. The dg's would try to port like a foot away for some reason. It happened pretty frequent and got nuts when I started to push the middle. The ai's would engage, then tp a foot away - then re-engage. Wonder if peppe's still around and has that ol dg desire to tinker with code. [/quote] In a

262 Replies 88,370 Views

I'm not sure how to get an aura pulse buff to stack like that. You would at least have to make sure it's set to Stack = 'ALWAYS', but there may be some other change required to get it to do that. As for using negative bonuses, that should work, but there's a chance that it'll kill the player that puts it on if he has less than that amount of health.

7 Replies 1,725 Views

Freeze is a stun, for all purposes other than cooldown reset. Silence is not a stun in any sense. Silence does have a few advantages over Frost Nova, namely duration and lack of cast time, while having the disadvantage of not being a full stun. That scenario sounds like a pretty well-planned setup? I guess I don't see the issue, as Sedna A will probably have BotF or something similar, resulting in better combat-effectiveness outside of a niche situation like this.&nb

519 Replies 1,097,914 Views

I have to disagree - there is only one possible purpose for NotSilenceable = true on this item, and that is to remove silence. Even disregarding 'developer intent' (which is pretty clearly to break silence) and focusing entirely on balance, this affects one ability that one demigod has. If you're taking a favor item that is inferior to virtually every other semi-useful favor item in every other way, just to be able to counter a 3-second ability that another demigod uses, you're

519 Replies 1,097,914 Views

Right, but it has NotSilenceable = true set. The only purpose of that would be to be used while silenced, to remove silence. Now maybe it's a balance concern (I'm not so sure, given how otherwise weak it is), but I think its current behaviour is intended.

519 Replies 1,097,914 Views

Oh. :X It might be possible to change that without removing its silence-breaking effect, but it'd require a re-write of some parts of the ability system. And if it's not hurting anything, then, welp.

519 Replies 1,097,914 Views

From the description of the problem, I can tell you it's gonna be a parse error somewhere in your Ring_Items.lua. To find out where, you'll have to turn logging on - I'd recommend creating a debug shortcut for the game that adds these commandline parameters: /skipintro (obvious) /size x y (runs in windowed mode, where x and y are the resolution of the window - use something smaller than your desktop, like 1024 768) /showlog (displays the log win

7 Replies 1,725 Views

You're saying it removes the Mist silencing? That doesn't really make sense - the Mist silence has Debuff = false, and should not be getting canceled by the HSoP ability-- which, like Mist, uses RemoveBuffsByDebuff(self, true), which only removes buffs that have Debuff set to true. There's even a second check in RemoveBuffsByDebuff that looks for CanBeDispelled == true, which should also prevent Mist silence from being canceled by the HSoP.

519 Replies 1,097,914 Views

Just a quick update-- we're still picking away at a few of the leftover issues that DG 1.3 didn't solve, and there should be a 1.3-compatible Uberfix update eventually. Modders who want their mod to remain compatible with future versions of Demigod patches and the Uberfix should start looking into non-destructive methods for altering blueprints, functions, etc. It's not hard at all - I posted a few methods for doing this in Exxentric's how-to-add-items thread, but if you have fu

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Mapping and modeling are both done in Granny, which is a commercial modeling suite. Thus far nobody's really even tried to create or modify map geometry. Since everything else in the game can be modified with freely-available tools or is pure lua, there is no SDK for moho engine games. You can change or even non-destructively hook any code you want that isn't in CPP (although you can even override/intercept calls to CPP functions in lua, if you want), which includes the ma

7 Replies 2,066 Views

[quote who="Szeretni" reply="30" id="2644705"]Due 1.3 which mods are now incompatible and/or obsolete?[/quote] Any that destructively overwrite items and abilities. Which is just about any sim-side balance mod. Ya'll need to learn y'selves a non-destructive hook. It isn't hard at all, and it makes it much easier for you (and others looking at your mod) to keep track of what you've changed. I've got some ideas about how to make item/ability/bu

36 Replies 168,708 Views

Oh, I think I missed the obvious difference between DamageBonus/Rating. This is the function in Weapon.lua that determines final damage done, or at least just before it's modified by DamageRange for randomness: [code="c++"]GetBaseDamage = function(self) local bp = self:GetBlueprint() local damage = (self.unit.Sync.DamageRating + (bp.Damage or 0)) * (self.DamageBonus or 1) return damage en

51 Replies 138,894 Views

[quote who="Ptarth" reply="48" id="2647538"]Isn't this true for all Mult buffs?[/quote] DamageBonus is a completely separate buff from DamageRating. DamageRating is added to weapon base damage, and then the result is multiplied by DamageBonus, which is a pure mult. You can 'Add' to DamageBonus, but adding 1 makes it a 2x multiplier. Then doing a mult of 2 to that would mean quadrupling damage. Meanwhile, a DamageRating Mult just multiplies all the Adds to Dam

51 Replies 138,894 Views

I just attached a fix for issue 10 on the google code site - that's my account name. The only visible difference it makes in 1.2 is QoT's attack time and DPS display, but it can support changing other aspects of QoT/TB's weapons separately in a balance mod. I'm not sure that the method I used to remove the callback for SCREEN_hero.lua:CreateMini.mini.Update is actually successfully removing it. I forgot to repr the OnBeat callbacks to see if it was still in there.

519 Replies 1,097,914 Views

Welp, replay won't show up in my replay manager, Demigod v1.2. No idea. I just looked through the buff, hero, and minion code, and can't figure out where that would take place. It would have to be in the engine. So then, do items with a minion speed buff actually increase minion speed beyond that of their demigod?

51 Replies 138,894 Views

That Yeti stuff all sounds fine and good, but it would be really irritating if not impossible to implement from a code standpoint, nevermind balance: 1) Buff doubling is almost totally impossible. You'd have to re-write the main buff code completely just to allow for that one unit. Plus, I'm doubtful of the balance / gameplay value of buff doubling for one unit. The only exception to this is the DamageBonus buff, which basically does this already - give a unit a Da

51 Replies 138,894 Views