Topic: How can I modify a hero's initiative (turns per round)?

This topic contains 12 replies, has 3 voices, and was last updated by  PrimusMobileVzla 1 week ago.

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  • #260066

    PrimusMobileVzla
    Participant

    Title

    #260101
    actionjack
    actionjack
    Participant

    As far as I know….

    Add this to the end of skill
    .is_continue_turn true

    but its also best to limit it, else it is unlimited use. ex,
    combat_skill: .id "snap_shots" .level 0 .type "ranged" .atk 90% .dmg -70% .crit 3% .launch 4321 .target 123 .is_crit_valid true .is_continue_turn true .per_turn_limit 1 .per_battle_limit 3

    However, this is per skill. Not sure a way to apply as a whole to a character.

    #260107

    PrimusMobileVzla
    Participant

    Is just to buff the hero for one round, don’t worry. In the meanwhile I’ll test it.

    By the way, I’ve been trying to make a conditional stun (which, as far as I know, must make two effects: The stun and the skill chance versus the intended condition. In this case versus Bleed) but I don’t get it to work as a conditional buff unless is ACC, DMG or CRIT, for anything else only works as a temporal buff (which is bad as in such case can stack, and favorably unfair to have a nearly infinite chance stun) or else doesn’t detect the condition, leaving me with a 0% chance Stun.

    #260135
    actionjack
    actionjack
    Participant

    Conditional don’t work (We struggle with it for long time now).

    Let us know what interesting thing you come up with.

    #260143

    PrimusMobileVzla
    Participant

    The concept is of a Berserk, a frontliner that dedicates to attack fast and constantly, ravaging everything, including himself. However, to ever thrive at the face of death, he wants to stay close to dying to cost his effectiveness.

    PASSIVE:

    0 – Death’s Door is a buff, but the Mortality debuff got buffed.

    COMBAT SKILLS

    1 – Frenzy: Basic attack, bonus damage against bleeding and bigger size targets, increasing speed but with a chance to self-reduce dodge.

    2 – Berserk: Intended to increase your number of turns to two for the remainder of the round (castable once per round), but reduces incoming heals, bleeds and stress himself.

    3 – Goreful Execution: AoE that deals heavy damage, bleeds and reduces protection, but self-stuns, bleeds and stress himself.

    4 – Reckless Charge: Move 1 forward, castable from any position (other than the 1st) against any position (other than the 1st), dealing increasing damage against bigger size targets and (disgracefully failing to) stun bleeding targets; however, bleeds and stress himself.

    5 – Thrilling Challenge: Clears allies’ marks and marks himself, adds a defensive riposte that heals him on-being hit, and debuffs enemies to deal less physical and stress damage against marked targets.

    6 – Locus of Anger: AoE that has the chance to mark enemies, and grants temporal buffs against marked targets.

    7 – All-Father’s Omen: Dashes back as it debuffs enemies’ dodge and bleed resist, aswell as clearing corpses. Bonus critical chance against bleeding targets.

    CAMPING SKILLS

    8 – Thrill of Danger (costs 2): Removes mortality debuff and reduces stress by 15 / 30 if below 50% / 25% HP, respectively. Chance to self-reduce protection.

    9 – Glorious Death (costs 3): Self inflicts damage if below 50% HP and reduces incoming heals, but gives plenty protection and dodge.

    10 – Exposing Convincement (costs 4-5, undecided): Reduces an afflicted ally’s stress by 15, if below 100 Stress the reduction increases by 100, but has 2/3 chance to self-inflict 50 stress and 1/3 chance to rather reduces it by 25.

    11 – Driven by Anger (costs 3): Heals self, increases stun and move resists and reduces incoming stress damage.

    Struggles (per skills’ numbers):

    1 – Achieve making the bonus against bigger sizes conditional rather than temporal, tempted to change the speed buff for accuracy.
    2 – Achieve increasing the hero’s initiative (the main problem of this concept).
    3 – Tempted to move the bleed elsewhere and remove the skill’s base damage, and give a conditional bonus of damage against bleeding targets.
    4 – Change the focus of the stun or getting rid of it, either to substitute it with something else or removed for good.
    5 – At first wanted the riposte to have bonus accuracy against bleeding targets, but doesn’t seem to work.
    6 – As the ability is an AoE mark, feel that must add a penalty just because of that, but haven’t thought of a beffiting one.
    7 – Tempted to move the bleed here and remove the bleed resist reduction from the debuff. Tempted to change the conditional buff from crit. chance to accuracy.
    8 – I must be sincere: I haven’t coded the camping skills yet, but as far as I can tell there’s problems in conditioning physical/stress heals.
    9 – Same problem as 8, but self-inflicted damage.
    10 – Same problem as 8.
    11 – Feels it lacks something, and I don’t know what. Possibly good as it is?

    General: I have felt the urge to add a self-cure or stress heal somewhere, but likely counters the intended penalties of the self-bleed and self-stress too well to be balanced, and perhaps go as far as add effects to abilities based on his missing health, but since the passive exists I think is redundant. Also accept any suggestions. If I don’t find a way to make the Berserk skill work, the concept must be reworked somehow.

    #260157
    actionjack
    actionjack
    Participant

    What? I want to do a Berzerker class too!

    But yeah.. could see some issue with some of those skills. You need to find some way around or change it to something similar but within the scope of the code.

    Any idea on the art?

    #260181

    PrimusMobileVzla
    Participant

    Haven’t thought of something yet, haved searched for assets for reference and, for my unconfortable misfortune, the closest to what I vision was the one you posted on DeviantArt (which I just noticed that belongs to you for the time this message is posted). QnQ

    I first want to concentrate on making the coding work, and then the assets. Man, this unconfortable… sorry.

    I’ll try my best to rework most of what I have. Have my annotations of the concept in a Word archive, so at least was able to rework the camping skills’ behaviour without removing the essence of the abilities, the true challenge will be the combat skills. By the way, is it possible to make a temporal buff non-stackable?

    #260185
    actionjack
    actionjack
    Participant

    Not sure why you feel unconfortable… I mean just carry on to what you are doing. I don’t think I will make one anytime soon, but do have some skill concept for it. But a big challenge to any class modding is the art.

    I am not sure about temporal buff, you could set a duration to 1 or 2 to make it last only short term, thus non-stackable.

    Also as a suggestion, for intial testing, you can just take a hero and mod its skills to the new one (ignoring all other elements). That is how I usually do mine.

    #260488

    PrimusMobileVzla
    Participant

    I have a doubt: I can alter how many times a skill can be cast per turn, per round and per battle; however, I cannot alter how many skill can be casted per turn, per round or per battle, right?

    Also, for instance, I cannot resolve this ala Abomination: Each ability can be used twice, but the first instance doesn’t consume the turn (like Transform does)? Or there is a legal plot in which I cannot individually code such property for usages?

    #260531
    actionjack
    actionjack
    Participant

    As far as I know, no. It is only limited per skill, and not interacting with other skills. There might be a way to trick with the abomination’s transformation conditions, but would be very tricky, and not sure if can work.

    You can have more control with monsters, but don’t think so for heroes.

    #317423

    PrimusMobileVzla
    Participant

    Just found out the Lone Crusader mod that only allows the player to use Reynauld, and his uber-Bulwark of Faith increases his turn rate.

    I NEED ANSWERS! OnO

    #317426
    wodzu93
    wodzu93
    Participant

    Answers for hero concept:
    1) add a custom buff to buff library:
    {
    “id” : “Dmg_VS_Size2L”,
    “stat_type” : “combat_stat_multiply”,
    “stat_sub_type” : “damage_low”,
    “amount” : 0.25,
    “remove_if_not_active” : false,
    “rule_type” : “monsterSize”,
    “is_false_rule” : true,
    “rule_data” :
    {
    “float” : 1,
    “string” : “”
    }
    },
    {
    “id” : “Dmg_VS_Size2H”,
    “stat_type” : “combat_stat_multiply”,
    “stat_sub_type” : “damage_high”,
    “amount” : 0.25,
    “remove_if_not_active” : false,
    “rule_type” : “monsterSize”,
    “is_false_rule” : true,
    “rule_data” :
    {
    “float” : 1,
    “string” : “”
    }
    }

    custom effects:
    //DMG vs Bleeding
    effect: .name “bleed_killer_1” .target “performer” .curio_result_type “positive” .keyStatus “bleeding” .combat_stat_buff 1 .damage_low_multiply 20% .damage_high_multiply 20% .on_hit true .on_miss false .skill_instant true
    //DMG vs not size 1
    effect: .name “large_killer_1” .target “performer” .curio_result_type “positive” .buff_ids “Dmg_VS_Size2L” “Dmg_VS_Size2H” .on_hit true .on_miss false .skill_instant true

    2) custom effects:
    //Extra round (one-time)
    effect: .name “Extra Round” .target “performer” .curio_result_type “positive” .combat_stat_buff 1 .initiative_change 1 .duration 1 .on_hit true .on_miss false
    //Extra round (permanent)
    effect: .name “Extra Round Permanent” .target “performer” .initiative_change 1 .apply_once true .on_hit true .on_miss true .queue true

    4) add a custom buff to buff library:
    {
    “id” : “StunVsBleeding”,
    “stat_type” : “stun_chance”,
    “stat_sub_type” : “”,
    “amount” : 1.25,
    “remove_if_not_active” : false,
    “rule_type” : “actorStatus”,
    “is_false_rule” : false,
    “rule_data” :
    {
    “float” : 0,
    “string” : “bleeding”
    }
    }

    custom effect:
    // This is just for stun chance – add separate stun effect with 0% stun chance
    effect: .name “StunVsBleeding 1” .target “performer” .curio_result_type “positive” .buff_ids “StunVsBleeding” .on_hit true .on_miss false .skill_instant true

    Be carefull when tinkering with .json files, one misplaced or missing comma can screw everything up!

    If you want, I can make the entire effect and buff files for you, just tell precisely what is needed.

    #317640

    PrimusMobileVzla
    Participant

    I’ll have for now to tinker on a rework. Since the release of the Crimson Court, specially with the Flagellant’s design, some things that I desired for my concept were added into the game (mostly the passive buffs upon being brought low on health). I intent to keep some of the core concepts intact, but with new effects such as transfering dots, clearing stuns, the Horror and Restoration statuses, etc., would be nice to improve and streamline what I have.

    But thank you for the new coding. Is hard to do it when the official mod guide hasn’t been updated for CC’s new effects and you get rusted in the few experience you have.

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