[CLASS] Lady Knight v1.03

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Re: [CLASS] Lady Knight

Postby VenomousRacoonKing » Sun Aug 01, 2010 2:10 am

I don't know, apparently it affected my testing.
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Map Merchant ; Random Talking NPC ;
Rashnu's Tear Dungeon @ viewtopic.php?f=20&t=14861
@ http://vrkmods.viviti.com/
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Re: [CLASS] Lady Knight

Postby Dusho » Sun Aug 01, 2010 10:03 am

Thanks for the feedback, VenomousRacoonKing.
Will try remove empty lines from those files, though (as Jarcho said) parsers these days are really intelligent (at least they try to be) and should handle empty lines. Material files should be parsed together with model in Ogre initialization, animation file should be also parsed very early to index all the animations. I think it may worked for you because this problem occurs only once - when the compilation of assets takes place. Once you have correct .adm and .cmp files it works. You tried to remove compiled assets when you were testing this behavior ?
As for intro - thanks! I'm not native English speaker, so any help there is welcome.
As for skills - auras should be for unlimited time - or I can put there 10-20 minutes. Effects for aura were flashy at the beginning, but it was kinda disturbing.
Looks like people don't like that barrier spell at all.. idea was to have spell to block some group of enemies when you're still fighting some other group - but looks like skill is effective only in higher levels where you have 5 or 6 blades summoned at same time - maybe will try to adjust that.
Again, thanks for feedback.
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Re: [CLASS] Lady Knight

Postby VenomousRacoonKing » Mon Aug 02, 2010 5:43 am

Hi Durho, happy to help. Regarding the adm and cmp files, yes I deleted those files after I modified the text files so that new adm and cmp files would be generated.

As regards the barrier spells... as I said, it's a matter of tastes what people like and don't like. I might come back in two weeks and say i really like that spell.
Torched Templates:
Map Merchant ; Random Talking NPC ;
Rashnu's Tear Dungeon @ viewtopic.php?f=20&t=14861
@ http://vrkmods.viviti.com/
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Re: [CLASS] Lady Knight

Postby Udinbak » Wed Aug 04, 2010 7:51 am

Hi,
you've made a really good class. I was particularly impressed by light nova /light nova pass and though I could do something similar with my mod. Only problem is I can't quite figure it out. Is there any chance you could explain how you stacked the skills? or maybe point me in the direction of a guide? I can attach the secondary skill, but it seems to level up with the primary skill and becomes active without using the add skill. Try as I might, it elludes me.
Thanks in advance for any help you can offer. And thanks for making your code easy to read :D if not quite as easy to understand as I'd like :lol:
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Re: [CLASS] Lady Knight

Postby Aleryn » Wed Aug 04, 2010 1:40 pm

My gawd, I am in awe of the work that must have gone into this. Thank you so much, Dusho.

And your friend did one hell of an illustration for the class.
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Re: [CLASS] Lady Knight

Postby Dusho » Thu Aug 05, 2010 11:58 am

Thanks Udinbak, thanks Aleryn!
Friend who did artwork is really talented, but also lazy :)
Udinbak wrote:Hi,
you've made a really good class. I was particularly impressed by light nova /light nova pass and though I could do something similar with my mod. Only problem is I can't quite figure it out. Is there any chance you could explain how you stacked the skills? or maybe point me in the direction of a guide? I can attach the secondary skill, but it seems to level up with the primary skill and becomes active without using the add skill. Try as I might, it elludes me.
Thanks in advance for any help you can offer. And thanks for making your code easy to read :D if not quite as easy to understand as I'd like :lol:

Had to actually check it again.. was lots of trial-error to get it working.
There are 3 skills:
Lightnova - (ACTIVE) base skill that does damage and also executes skill (EXECUTE SKILL) Lightnova knockout
Lightnova knockout - (PASSIVE) skill doing knockout only (using shape of damage equal to damage area of Lightnova) - first level does no knockout - higher level do (scaled up)
Lightnova add skill - (PASSIVE) this is triggering affix that increases Lightnova knockout skill (+1)
Now to UI only Lightnova and Lightnova add skill are exposed, Lightnova knockout is hidden (Hidden=true)
Maybe there are other ways how to do skill modifiers, but came up only with this one working for me like I wanted to.
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Re: [CLASS] Lady Knight

Postby Udinbak » Fri Aug 06, 2010 12:13 am

Yep, that's pretty much how far I got ;) tbh, I can't see any reason why I can't get mine to work right.
I created the primary skill which excecutes the secondary skill. The secondary skill does nothing at 1st level. and the 3rd skill adds level to the secondary skill. But when I level up the primary skill, the secondary becomes active as though it were also leveling up. I just can't seem to figure out why ;P Well, thanks for the help anyway. I'm sure I'll figure it out at some point, it's probably just 1 line of code somewhere that I've missed. :mrgreen:
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Sat Aug 07, 2010 3:05 pm

updated, now version 1.02 (mainly fixed problem with freezing character in bind position when first time using mod)
character freeze , just to let other modders know, was really caused by late (during game) compilation (usually .layout files) - to avoid issues, just make sure that in your primary skill layout file you are referencing all the additional layout files (you'll be using for skill - so any late unittheme, layouts from summons, etc.) even when you're not using them in primary timeline for skill
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Re: [CLASS] Lady Knight v1.02

Postby Phanjam » Sat Aug 07, 2010 10:25 pm

Dusho wrote:updated, now version 1.02 (mainly fixed problem with freezing character in bind position when first time using mod)
character freeze , just to let other modders know, was really caused by late (during game) compilation (usually .layout files) - to avoid issues, just make sure that in your primary skill layout file you are referencing all the additional layout files (you'll be using for skill - so any late unittheme, layouts from summons, etc.) even when you're not using them in primary timeline for skill

Hey this is a great learning for any mod-maker! Thanks a lot Dusho!
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Re: [CLASS] Lady Knight v1.02

Postby Arkham » Fri Aug 20, 2010 11:23 pm

I started using this recently and I'm getting the "helmet/shoulder on the head" problem that I've heard a lot of people mentioning when they install custom classes.
Is there a known fix for this? I searched this thread and others, but I couldn't find one.
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Re: [CLASS] Lady Knight v1.02

Postby johnked6 » Sat Aug 21, 2010 10:24 pm

How are you guys spending your ability points? Which abilities should I prioritize? I'm new to torchlight and this class.
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Sun Aug 22, 2010 10:01 am

Arkham wrote:I started using this recently and I'm getting the "helmet/shoulder on the head" problem that I've heard a lot of people mentioning when they install custom classes.
Is there a known fix for this? I searched this thread and others, but I couldn't find one.

this means you have other custom class that overrides items entries that Lady Knight has (some other class mod with higher priority)
If you want more classes (including Lady Knight), I advice Jarcho's class compilation. If you have vanilla TL, then you should have no problem using only this mod.

johnked6 wrote:How are you guys spending your ability points? Which abilities should I prioritize? I'm new to torchlight and this class.

it's up to your build, whether you like to fight from distance (throwing sword, light nova, heaven smite.. ) or charge in and slash and kick monsters
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Re: [CLASS] Lady Knight v1.02

Postby karl » Wed Aug 25, 2010 7:09 pm

I've got a few questions. Have not tried this mod yet.
Dusho wrote:20 new items (swords and shields) with 'gothic' look (new meshes and new icons)
2 new wardrobes (starting one and light leather)

Are these available to other classes? What haapens if you pass such an item to another character through the shared stash?
slight recolors of remaining wardrobes

does this affect wardrobe of other classes?
diablo font (adjusted one - made it more condensed)

Is it possible to use this mod with the existing/default font instead? Would that break this mod?

Essentially, I use some other character mods and I want to know if they can all be made to play nice together with this mod. I am aware of the user interface changes needed when using multiple classes and have a handle on that. My concern is over more advanced or more subtle possible conflicts.
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Wed Aug 25, 2010 11:52 pm

1, As long as you have this mod in your mod directory, any character should be able to use new weapons.
2, just Lady Knight wardrobe is changed, won't affect any other class
3, you can remove font related files from Lady Knight mod directory and if will work with default font
Other character mods can actually cause some troubles - here I recommend to use one of the class compilation packs (Jarcho's pack contains lots of nice classes : http://www.runicgamesfansite.com/downlo ... ile&id=483 , though currently only 1.00 version of Lady Knight with freeze bug).
Solving conflicts and adapting classes mods to work together correctly on your own is kind troublesome.
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Re: [CLASS] Lady Knight v1.02

Postby Kinch » Mon Aug 30, 2010 3:10 pm

Don't know if this has been discussed already... But the Light section is very underpowered. It makes it so a magic based character isnt viable at all. I'd suggest adding weapon damage to the skills because when it stats +150-200 dmg(example) it doesnt seem to be taking my magic attack into account before hand and just does 150-200 damage. Which is bad considering the dps on my weapon is a lot higher than that.
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Tue Aug 31, 2010 4:38 am

light skills suppose to be support skills (to weaken or stun enemies), not 'kill'em' all skills, though last skill is pretty strong with very short cooldown, ideal for slaying
only skills in Combat tab get strength or DPS contributions
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Re: [CLASS] Lady Knight v1.02

Postby Akura » Tue Aug 31, 2010 10:19 am

Guys. lady knight does not load . only mod i got is enchantess loaded thats it =(
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Re: [CLASS] Lady Knight v1.02

Postby Dusho » Tue Aug 31, 2010 11:36 am

Akura wrote:Guys. lady knight does not load . only mod i got is enchantess loaded thats it =(

yep.. any other class mod may cause conflicts
if it has higher priority, it gets loaded before lady knight
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Re: [CLASS] Lady Knight v1.02

Postby Akura » Tue Aug 31, 2010 4:09 pm

Dusho wrote:
Akura wrote:Guys. lady knight does not load . only mod i got is enchantess loaded thats it =(

yep.. any other class mod may cause conflicts
if it has higher priority, it gets loaded before lady knight

is there a way to make it show that ladyknight is loaded as a 5th class? can someone reliease that as a patch
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Re: [CLASS] Lady Knight v1.02

Postby Phanjam » Tue Aug 31, 2010 11:02 pm

Akura wrote:is there a way to make it show that ladyknight is loaded as a 5th class? can someone reliease that as a patch

Let me make a patch for Enchantress to fix that - give me a little time though :) will do it fast as I can...

EDIT:
Took a lot shorter than I remembered it :D ! Here you go...
http://www.fileden.com/files/2007/9/17/1437301/torchlight/000_Character_Layout_Fix.rar
Put it in your mods folder like normal - just make sure it's the very first mod when you arrange them alphabetically (that's actually what the "000" is for)
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