[WIP] Jedi Class (and lightsabers!)

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Re: [WIP] Jedi Class (and lightsabers!)

Postby Asmodeo » Sat Jan 23, 2010 4:21 am

I'm a great fan of SW universe an this is simply amazing, you did a great job!!

It is an original idea to mix Jedi/Sith with Torchlight stuff :P

watch out for new information!! :D
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Re: [WIP] Jedi Class (and lightsabers!)

Postby JediJasonA » Sat Jan 23, 2010 6:14 am

SpuneDagr wrote:Update:
Created particle effects for all three stances.
Sat down and played through for about 5 levels to test their viability. Verdict: they could use some balancing.
The absence of a solid attack skill until level 5 is noticeable.

But...
I see no reason why I couldn't upload it this week. It's time for some player feedback.


Well, colour me excited and call me a Jedi!! Will definitely have to keep myself updated on your progress - it sounds fun-tastic! :lol:
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Re: [WIP] Jedi Class (and lightsabers!)

Postby lothario » Sat Jan 23, 2010 9:24 am

If my Kensai gets a hold of a lightsaber, Ordrak is screwed. :)
-Loth

PS Looking forward to the first release!
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Feynt » Sat Jan 23, 2010 1:19 pm

lothario wrote:If my Kensai gets a hold of a lightsaber, Ordrak is screwed. :)
-Loth


You are required to make your mod compatable with this now.
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Re: [WIP] Jedi Class (and lightsabers!)

Postby lothario » Sat Jan 23, 2010 10:44 pm

Feynt wrote:You are required to make your mod compatable with this now.


LOL, maybe SpuneDagr will release the lightsaber models/item DATs for us as a separate "equipment pack", or maybe he'll let me package them like this after the beta for the class comes out... we'll see. :)

-Loth
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Feynt » Sat Jan 23, 2010 10:50 pm

Kensai jedi. Sounds redundant, but it rolls off the tongue. >D
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Re: [WIP] Jedi Class (and lightsabers!)

Postby SpuneDagr » Tue Jan 26, 2010 12:17 pm

Lightsaber weapons are usable by anybody.
As far as I know, this mod SHOULDN'T interfere with other class mods. If it does, I'll work to fix it.

Sorry for the lack of updates lately. Haven't forgotten about you guys, I swear.
Check out my Jedi Mod (WIP)
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Feynt » Tue Jan 26, 2010 7:07 pm

I know how it is. Pretty, new games come along, friends want your attention, it happens. >3
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Photeus » Wed Jan 27, 2010 3:52 pm

It's really too bad you can't differentiate Lightsabers from other melee weapons the same way melee is different from staffs (one is boosted by martial mastery and the other by magic weapon mastery) so that you can have a Lightsaber only passive that increases block, missile reflect, and speed with lightsabers.

Regardless, looks good and fun and I'm here to support the work.
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Feynt » Wed Jan 27, 2010 4:12 pm

One COULD make a line of staves which are melee weapons and not magic weapons.
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Re: [WIP] Jedi Class (and lightsabers!)

Postby lothario » Thu Jan 28, 2010 10:16 am

Photeus wrote:It's really too bad you can't differentiate Lightsabers from other melee weapons the same way melee is different from staffs (one is boosted by martial mastery and the other by magic weapon mastery) so that you can have a Lightsaber only passive that increases block, missile reflect, and speed with lightsabers.


Actually, this is very easy to do: to make custom skills only apply to custom weapons. You simply put a unittheme affix on the custom weapon, and make the custom skill require that unittheme. Now you have a skill that won't work unless the weapon is being used. My next class mod will be using this mechanic with an entire series of weapon gems that are upgradeable at the Transmuter.

-Loth
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Photeus » Thu Jan 28, 2010 11:22 am

Well, wasn't the OP saying that he can't get the Lightsabers to be their own class of weapon? He wanted a mastery for them that only affected them and stated how it would seem it'll have to affect the other Melee weapons. If it can be done, that sounds awesome!
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Re: [WIP] Jedi Class (and lightsabers!)

Postby SpuneDagr » Thu Jan 28, 2010 1:09 pm

lothario wrote:Actually, this is very easy to do: to make custom skills only apply to custom weapons. You simply put a unittheme affix on the custom weapon, and make the custom skill require that unittheme. Now you have a skill that won't work unless the weapon is being used. My next class mod will be using this mechanic with an entire series of weapon gems that are upgradeable at the Transmuter.


Does this actually work? I feel like there's some longstanding bug that makes this unfeasible... I could be wrong.
Check out my Jedi Mod (WIP)
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Re: [WIP] Jedi Class (and lightsabers!)

Postby lothario » Thu Jan 28, 2010 1:56 pm

To get an active skill to work off of a unittheme, all it takes is a unittheme required field set in that skill, and a way to apply the theme through another skill or an item. I did this with the buffs in my Kensai class versions 1.7 and earlier, and even in Kensai 1.8, the Break Trance skill is still an active skill that depends upon another active skill to be on.

If you want a passive skill that depends upon a unittheme, then it is a bit more complicated, but still very doable. Like I said earlier, I will be using this very same mechanic in my next custom class.

Passive Skill Cycling:
This technique is a simple infinite loop of two hidden passive skills that run in the background behind the scenes, and their only job is to continually refresh other passive skills that are dependent upon unitthemes. LOOP1 and LOOP2 are passive skills that last for 10 seconds, and they call each other in sequence via EVENT_END, so when LOOP1 ends, LOOP2 begins, and when LOOP2 ends, LOOP1 begins. During the 10 second durations of each of these skills, there are EXECUTE_SKILLs that call other skills inside an EVENT_TRIGGER, and these skills also have 10 second durations, but the difference here is that these other skills have dependencies upon unitthemes. This enables the game engine to notice if a certain weapon is being wielded, or if a certain skill is active, etc.

So let's say your char has a lightsaber-dependent passive skill called LIGHTSABERDEFLECT. The lightsabers in the game each have a LIGHTSABERHELD unittheme that is applied through an affix on the weapon. The way to build this into the game is to make the LIGHTSABERDEFLECT skill apply a set of unitthemes called DEFLECT1, DEFLECT2, and so on for each rank of the skill. This enables the game engine to know how high of a rank you have built up. Next, you create a set of hidden skills called CASTDEFLECT1, CASTDEFLECT2, and so on that actually apply the bonuses for each rank of the LIGHTSABERDEFLECT skill. So CASTDEFLECT1 would give the char a +20% missile deflect (for example), and CASTDEFLECT2 would give the char +40%, and so on. Now you just set the themerequired fields inside the CASTDEFLECTs to the proper rank of LIGHTSABERDEFLECT and also put in the LIGHTSABERHELD theme, because these skills are only going to work if a lightsaber is being wielded. So CASTDEFLECT1 would have themerequired "DEFLECT1,LIGHTSABERHELD" and CASTDEFLECT2 would have themerequired "DEFLECT2,LIGHTSABERHELD" and so on.

The Cast Bank:
This is a simple code structure that executes a bunch of other skills at once. It is a set of [EXECUTE_SKILL] calls underneath an EVENT_TRIGGER. For passive skill cycling you will put identical cast banks inside LOOP1 and LOOP2, and they will call CASTDEFLECT1, CASTDEFLECT2, and every other rank of CASTDEFLECT that you have in the skill. Each CASTDEFLECT hidden skill has a duration of 10 secs (the same duration as LOOP1 and LOOP2), so if your char equips a lightsaber, it will take up to 10 secs before the game engine notices it, depending on when the last LOOP skill refreshed. As you buy more ranks in LIGHTSABERDEFLECT, more and more powerful levels of CASTDEFLECT will be fired from the cast bank each time the LOOP skills are refreshed.

-Loth

PS To learn more about using unitthemes and skills that depend upon them, see the release thread for Kensai 1.8:
viewtopic.php?f=20&t=10237&start=120#p99147
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Re: [WIP] Jedi Class (and lightsabers!)

Postby robcallis » Wed Feb 03, 2010 2:11 pm

Waiting for link to download class :roll: . This class looks awesome.
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Re: [WIP] Jedi Class (and lightsabers!)

Postby JediJasonA » Wed Feb 03, 2010 3:08 pm

Not to nitpick but on the "character splash (?)", force isn't capitalised like it 'should' be. :ugeek:
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Comical » Sat Feb 13, 2010 11:28 am

Any recent updates? id really like to slice some monsters in two with a lightsaber and have a trusty R2D2 which ive always admired since i was a kid. This would basicly be a whole new game and i really want to play it! DROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOL
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Sabotender » Mon Mar 01, 2010 11:24 am

WOW!
looking forward to this! just the other day i was playing TL with my room mate and we were saying "there are way too few Scifi games like this"

you sir, are amazing

I suggest you gather a small team and do a total conversion (new everything)
many of the monsters can be re-used, and most of the locations can be re-used or just re-textured.

Suggested classes are o.c. Jedi, Bounty Hunter, Smuggler (maybe a stormtrooper too :P)

Pm. me if you want some simple 3D models made or animated :)
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Trux » Tue Mar 02, 2010 4:44 am

SpuneDagr wrote:
Torchlover wrote:Wouldn't it be more Jedi like if you made the starting lightsabers scale to Jedi level instead of finding them on monsters? :D


It would.

Jedis don't use armor, shields or magic either. Imagine that some poor padawan finds himself stranded on the Torchlight world and has to play by its rules. And, um, somebody scattered a bunch of old lightsabers all over the place.


Solution: make starting lightsaber the only one you can "aquire" then make droppable items called "jedi gems" (or something) and then you "transmute" your old saber with the gem and its dps gets upgraded (the enchanting still works and what not) same could be done with armor :P

Just a few things you could think about.

P.S. making jedi hoods is easy, unless you want them to react to movement (*cough*damn skeletons in blender not importing*coughagain*)
when I get around figuring out how to do UV mapping I might help you out with those, I think you could be satisfied with one type and then just getting someone to do a bunch of different textures no?
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Re: [WIP] Jedi Class (and lightsabers!)

Postby Sabotender » Tue Mar 02, 2010 4:42 pm

Trux wrote:
SpuneDagr wrote:
Torchlover wrote:Wouldn't it be more Jedi like if you made the starting lightsabers scale to Jedi level instead of finding them on monsters? :D


how about having a low base damage on the saber, and then giving it an Affix that adds damage based on level?

or maybe you could have a droid in town that sells lightsabers, and he is the only place to get them
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