Webbstre's Modding Challenges

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Re: Webbstre's Modding Challenges

Postby Phanjam » Sat Mar 03, 2012 6:39 pm

SixshotOverdrive wrote:I just uploaded the mod over at RGF

Spoiler: show
The specific differences between this and the last build.
The monster stats have been slightly reworked so they're on a sliding scale, tier2 monsters do less damage & have less health than tier1 monsters etc.

Trying to add a delay to the conversion skill ended up breaking it, so I've just halved the animation speed.

The death-spawns are now randomized
- Tier1 monsters chance to spawn: 1 - 0.5%, 2 - 69.5%, 3 - 30%
- Tier2 monsters chance to spawn: 1 - 11%, 2 - 22%, 3 - 33%, 4 - 22%, 5 - 11%

Thanks Sixshot!
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Re: Webbstre's Modding Challenges

Postby Rusty » Sun Mar 04, 2012 8:38 am

Phanjam wrote:
Webbstre wrote:I'll write it up all prettily later, but your challenge is to make a town healer. I don't care if it's automatic when you walk by, or you have to pay him or talk to him, or what, but the town needs a healer.

Yeah I'm in too for what it's worth :oops:

I'm thinking it would be great to get Velari's inputs on this - she made those great "interactive" NPCs for her excellent Champions and Crouching Pet mods!


Is she still around? I hope so, because this mod sounds more complicated than the norm.

Edit: I just searched RGF and Omnifas almost completed a mod on a town healer. I PM'd him so hopefully he will work with us on this. Here is the link to the page.http://www.runicgamesfansite.com/downloads.php?do=file&id=261
Last edited by Rusty on Sun Mar 04, 2012 8:45 am, edited 1 time in total.
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Re: Webbstre's Modding Challenges

Postby Morbus » Sun Mar 04, 2012 8:43 am

Webbstre wrote:I'll write it up all prettily later, but your challenge is to make a town healer. I don't care if it's automatic when you walk by, or you have to pay him or talk to him, or what, but the town needs a healer.


OK, I'll give this a try.
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Re: Webbstre's Modding Challenges

Postby SixshotOverdrive » Sun Mar 04, 2012 10:06 am

Rusty wrote:this mod sounds more complicated than the norm.

It's probably easier than you think. At least restoring health for free.
Restoring mana or doing it for money makes things a bit trickier.

Rusty wrote:I just searched RGF and Omnifas almost completed a mod on a town healer.

lol I would be more surprised if nobody had done this :P

It is interesting to see peoples solutions to same problem though.
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Re: Webbstre's Modding Challenges

Postby Rusty » Sun Mar 04, 2012 10:09 am

Ok, I went ahead and reskinned the bot from Omnifas' mod.
So per Omnifas' permission I have uploaded the modified bot files here. I have done no skills work or such yet.

Spoiler: show
Image
Last edited by Rusty on Sun Mar 04, 2012 12:37 pm, edited 2 times in total.
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Re: Webbstre's Modding Challenges

Postby Omnifas » Sun Mar 04, 2012 10:40 am

Don't think you need permission :P, the bot is just a Golem from Runic's assets.

Been a while since I touched the mod, don't remember what was incomplete exactly, but I think I mainly wanted to switch from images/buttons to quests/dialog, and give him a short quest line to unlock buffs.
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Re: Webbstre's Modding Challenges

Postby Morbus » Mon Mar 05, 2012 12:12 pm

I created a little dwarven medic who walks around the town and heals everybody every now and then with his glowing healer staff.


Image


http://www.mediafire.com/file/ja0a9ihuc ... f_medic.7z



I had to leave the GUID in the layout file for this mod and also the .adm and .cmp files in the layout folder because the game crashed once (only once) when I loaded the mod for the first time. After the first crash, no further crashes happened, the GUID in the layout file and the .adm and .cmp files were created by the game. (I deleted all other GUIDs and .adm files with no problems.) Does anybody know what mistake I am making?


This is the error message that showed up once when I deleted the .adm and .cmp files from the layout folder:

OGRE EXCEPTION(5:ItemIdentityException): No state found for animation named 'Die' in AnimationStateSet::getAnimationState at C:\svn\Projects\ogre161\OgreMain\src\OgreAnimationState.cpp (line 331)




Spoiler: show
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Re: Webbstre's Modding Challenges

Postby Rusty » Mon Mar 05, 2012 1:25 pm

First of all Morbus, nice job on the mod! That looks great! I really like your dwarf. I will load him up later when I am home from work. Does he just randomly cast or can you ask him to heal?

As for the crashing. It happens to a lot of people the first time they load a mod, especially if they don't flush the adm files. HotSpot has this built into the manager, and it really helps. Either way, after the first time it will not happen again.
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Re: Webbstre's Modding Challenges

Postby Phanjam » Mon Mar 05, 2012 7:31 pm

Nice (and fast) work there Morbus! Downloading now :)

On the hanging as reported by ogre.log, that was happening on the splitter monsters mod as well - it may be something inherent to the dwarven meshes :?:

But on the healer idea itself, I'm thinking it would be nice (maybe as a next phase) to go for an NPC that you need to click on first before he heals you. Then you might get a disgruntled message from him, like a complaint about expecting him to heal you even if you continuously charge into harm's way :P then click "accept" and he instantly heals you.
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Re: Webbstre's Modding Challenges

Postby Morbus » Tue Mar 06, 2012 7:05 am

Thank you, Rusty and Phanjam.

Rusty, I know about the clearing of .adm and .cmp files, the one-time crash happened despite clearing them. It was definitely linked to removing the .adm and .cmp from the layout subfolder, I was able to reproduce this behaviour. Also, since I only use my own single mod, I am my own best mod manager ever. :lol: When the particular files are left in the layout subfolder, there is no crash. When they are removed from the layout subfolder, there is a one-time crash. Image

Doctor Bloodaxe stubbornly rambles around the town and heals everyone he meets. He is very old, you know. And he is an equal opportunity healer.


Phanjam, The reason I made the doctor this way is because of my own incompetence. I do not understand the quests system fully, I need to learn more about it. I would like to make the doctor cast the spell on the player and the pet as a result of talking to him, but I have not yet found out how to do that. If I can make it work, I will publish another version. Also, I was able to find the culprit for the one-time crash: see above. Image
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Re: Webbstre's Modding Challenges

Postby SixshotOverdrive » Tue Mar 06, 2012 10:32 am

Nice work Morbus :)

Thought I had my own version of this ironed out, but apparently having something work in TorchED is no guarantee it will work in torchlight.
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Re: Webbstre's Modding Challenges

Postby Phanjam » Wed Mar 07, 2012 3:53 pm

Happy to report that Morbus' healer is working properly as advertised :D
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Re: Webbstre's Modding Challenges

Postby Omnifas » Wed Mar 07, 2012 5:13 pm

Morbus wrote:Phanjam, The reason I made the doctor this way is because of my own incompetence. I do not understand the quests system fully, I need to learn more about it. I would like to make the doctor cast the spell on the player and the pet as a result of talking to him, but I have not yet found out how to do that. If I can make it work, I will publish another version. Also, I was able to find the culprit for the one-time crash: see above. Image


Same reason I made mine with images/buttons, I didn't understand the quest/dialog system. Although in retrospect learning the dialog system would have been the better way.
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Re: Webbstre's Modding Challenges

Postby Morbus » Thu Mar 08, 2012 4:22 am

The one thing I cannot find out is which file determines the casting during a dialogue. In the Estherian Ruins, Syl casts a spell when you give her all three glyphs. That spell is her innate skill, but she only uses it in that scene, and I cannot find the scripting for that scene. Does anybody know where it is?
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Re: Webbstre's Modding Challenges

Postby SixshotOverdrive » Thu Mar 08, 2012 7:44 am

Morbus wrote:The one thing I cannot find out is which file determines the casting during a dialogue. In the Estherian Ruins, Syl casts a spell when you give her all three glyphs. That spell is her innate skill, but she only uses it in that scene, and I cannot find the scripting for that scene. Does anybody know where it is?

Yep, it's in the levels logic (media\layouts\SunkenTemple\1X1SINGLE_ROOM_HUB\1x1_Hub_LM_A.layout)
She doesn't actually use a skill though, the logic triggers her cast animation and then spawns the portals.
Spoiler: show
Image


I haven't really done anything since my last past, but I'm going to throw up my healers anyway: Download
The aim was to have four healers, one that restores health for free, one that restores health for gold, one that restores health and mana for free, and one one that restores health and mana for gold.
The 'health for free' and 'health for gold' ones both work, but you can't restore mana through a property node and I couldn't get the skill to trigger (which I'm now thinking is due to lack of animations)
I made a work-around where I spawned an invisible unit which casted the skill and then died. It was working wonderfully in torched but won't do anything in game *shrug*

However, they all use the questing dialogue so maybe you guys can still do something with it.
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Re: Webbstre's Modding Challenges

Postby Morbus » Thu Mar 08, 2012 4:29 pm

SixshotOverdrive wrote:
Morbus wrote:The one thing I cannot find out is which file determines the casting during a dialogue. In the Estherian Ruins, Syl casts a spell when you give her all three glyphs. That spell is her innate skill, but she only uses it in that scene, and I cannot find the scripting for that scene. Does anybody know where it is?

Yep, it's in the levels logic (media\layouts\SunkenTemple\1X1SINGLE_ROOM_HUB\1x1_Hub_LM_A.layout)
She doesn't actually use a skill though, the logic triggers her cast animation and then spawns the portals.
Spoiler: show
Image


:shock: :shock: :shock:


Thank you for pointing this out, SixshotOverdrive. If I can understand all this, I will try it with another doctor. But does it mean the doctor will have to be stuck in one place and not wander around?
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Re: Webbstre's Modding Challenges

Postby Brixtan » Thu Mar 08, 2012 5:36 pm

Sixshot, your level of modding skills seriously scares the hell out of me sometimes! :shock: :lol:
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Re: Webbstre's Modding Challenges

Postby SixshotOverdrive » Fri Mar 09, 2012 1:31 am

No he can still wander around. As long you start the logic with an NPC interaction it doesn't matter where he is.

Brixtan wrote:Sixshot, your level of modding skills seriously scares the hell out of me sometimes! :shock: :lol:

If you want to see scary, you should look up AttackGorilla's pacman map :lol:
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Re: Webbstre's Modding Challenges

Postby Phanjam » Fri Mar 09, 2012 1:51 am

SixshotOverdrive wrote:If you want to see scary, you should look up AttackGorilla's pacman map :lol:

Not quite as overwhelming but still pretty scary is Velari's logic map for the Champions Mod NPC, Revail...
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Re: Webbstre's Modding Challenges

Postby Webbstre » Fri Mar 09, 2012 3:12 am

Let me know when you guys/girls/robots have completed the third task :)
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