[Skill Duration]Power Hour

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[Skill Duration]Power Hour

Postby ctstalker » Sat Nov 14, 2009 4:42 pm

I just finished my first mod, Power Hour, which makes the following short-term skills last one hour, at the cost of 1 mana per second each:

Alchemist - Burning Bind, Ember Sentry, Thorned Minions, Infuse
Destroyer - Aura Of Entropy, Aura Of Thorns, Shadow Armor, Shadow Bowman, Spectral Echo, Frost Shield

If you were to manually upkeep these skills at their default intervals, you would be spending less mana than you do in this mod. Think of it as a convenience tax, paying a bit more mana overall so you don't have to divert your attention from the action to mash your passive skills quite so often.

This works pretty well as a balancing act, as the skills you are overpaying the most for are also the ones that otherwise would have to be refreshed the most, and are usually the most powerful.

I'd appreciate any feedback you can provide. I've done as much testing on my own as possible and had a few other people try it without incident (aside from a conflict with another mod that altered the above skills), but since I'm new at this it's entirely possible that I goofed up somewhere along the line.

Thanks!

Download: http://www.runicgamesfansite.com/torchlightmods/node/179
Last edited by ctstalker on Sun Nov 15, 2009 2:19 pm, edited 2 times in total.
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Re: [Skill Duration]Power Hour

Postby TomaLexi » Sat Nov 14, 2009 5:06 pm

Hey. Included this into the Ultimate Modlist thread. Let me know if you want the description to be changed =)

Skill Duration: Power Hour
This makes a few Alchemist & Destroyer short-term skills last one hour, at the cost of 1 mana per second each.
http://forums.runicgames.com/viewtopic.php?f=20&t=6956
Looking for mods? Complete mod-list: http://sites.google.com/site/ultimatemodlistwiki/
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Re: [Skill Duration]Power Hour

Postby TormakSaber » Sat Nov 14, 2009 5:40 pm

Is there any way to deactivate them on demand, for whatever reason?
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Re: [Skill Duration]Power Hour

Postby pampl » Sat Nov 14, 2009 5:50 pm

Assuming it's not just a bug with my version, you can disable all your buffs and reset all your cooldown timers just by quitting to title screen and reloading.
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Re: [Skill Duration]Power Hour

Postby ctstalker » Sat Nov 14, 2009 5:54 pm

TomaLexi wrote:Hey. Included this into the Ultimate Modlist thread. Let me know if you want the description to be changed =)

Looks good to me, thanks!
TormakSaber wrote:Is there any way to deactivate them on demand, for whatever reason?

I spent quite a bit of time trying to do just that, and so far I haven't come up with anything. It would be perfect if skills could be designated as toggles (and maybe they can) so turning them off would be as easy as pressing the button a second time.

Wait... I just realized that it might be possible to create an entirely new skill that deactivates all of the above skills with one press. I'll get to work on that tonight and (if it works) include it in the next version.
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Re: [Skill Duration]Power Hour

Postby TormakSaber » Sat Nov 14, 2009 7:50 pm

pampl wrote:Assuming it's not just a bug with my version, you can disable all your buffs and reset all your cooldown timers just by quitting to title screen and reloading.



Oh, if that's true, then it's quite handy...
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Re: [Skill Duration]Power Hour

Postby ahray » Sat Nov 14, 2009 9:01 pm

it doesn't work on my destroyer... Aura of Thorns no longer work after installing your mod...
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Re: [Skill Duration]Power Hour

Postby jethrolarson » Sat Nov 14, 2009 9:08 pm

how about a mana penalty for persistent skills? So if you summon a bunch of minions your max mana would go down a bunch, lowering the amount that you can use for other things.
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Re: [Skill Duration]Power Hour

Postby trickyhits » Sun Nov 15, 2009 5:11 am

i like what is going on here, i am going to download and give it a try...keep it coming.
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Re: [Skill Duration]Power Hour

Postby ctstalker » Sun Nov 15, 2009 8:44 am

Just uploaded a new version that includes the Alchemist skill Infuse and fixes the Destroyer Auras.
ahray wrote:it doesn't work on my destroyer... Aura of Thorns no longer work after installing your mod...

Ah, thanks for pointing that out! Let me know if you still have any problems with the new version.
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Re: [Skill Duration]Power Hour

Postby ahray » Sun Nov 15, 2009 10:13 am

i tried the new version, its does work longer now, but at a mana cost of 12...instead of 1per second.. is that intentional?
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Re: [Skill Duration]Power Hour

Postby ctstalker » Sun Nov 15, 2009 10:55 am

ahray wrote:i tried the new version, its does work longer now, but at a mana cost of 12...instead of 1per second.. is that intentional?

Nope! When I fixed those skills I started from scratch, and forgot to adjust the mana cost. I just corrected the mistake, so if you download from the above address (yet again, sorry about that!) you should be good to go.
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Re: [Skill Duration]Power Hour

Postby trickyhits » Sun Nov 15, 2009 1:47 pm

was curious about frost shield for destroyer..i hate recasting that one also...is it possible to add that as a power hour? also, did you integrate you kill skill into this one?
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Re: [Skill Duration]Power Hour

Postby ctstalker » Sun Nov 15, 2009 2:18 pm

Frost Shield is included in the skill, for some reason I just didn't list it.

Stop All Skills was made with this mod in mind, and they're 100% compatible. I just thought that it would be handy to people who didn't use Power Hour, so I made it a separate thing. If people want the two combined (and all the bugs get ironed out) I might expand Power Hour by giving everything an unlimited duration at the 1 mana/sec cost.
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Re: [Skill Duration]Power Hour

Postby fatmat » Sun Nov 15, 2009 2:39 pm

for the alchemist, if a minion dies and you summon a new one, does it automatically have burning bind and thorns, or do you have to re-cast?
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Re: [Skill Duration]Power Hour

Postby Scythe89 » Sun Nov 15, 2009 3:50 pm

Hi, is it possible for you to expand this to effect spells from scrolls such as haste? This is a great mod, thanks!
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Re: [Skill Duration]Power Hour

Postby ctstalker » Sun Nov 15, 2009 4:15 pm

fatmat wrote:for the alchemist, if a minion dies and you summon a new one, does it automatically have burning bind and thorns, or do you have to re-cast?

I believe you'll have to recast. I didn't change any of the functionality of the spells beyond their duration and cost, so if that's how it worked before that's how it will work now.
Scythe89 wrote:Hi, is it possible for you to expand this to effect spells from scrolls such as haste? This is a great mod, thanks!

That might be tricky since your pet can use scrolls as well, but I'll definitely give it a shot. As long as a pet gains more than 2 mana/sec by default everything should be fine.
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Re: [Skill Duration]Power Hour

Postby trickyhits » Sun Nov 15, 2009 4:21 pm

i used the mod and had frost shield and shadow cast...but did not even notice any mana used or being used...it just stayed full the whole time, plus i wish the timer on my hotkey actually showed like 3600 seconds or something, so that i could actually see it was in effect for an hour..not sure if it is possible.
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Re: [Skill Duration]Power Hour

Postby ctstalker » Sun Nov 15, 2009 4:46 pm

trickyhits wrote:i used the mod and had frost shield and shadow cast...but did not even notice any mana used or being used...it just stayed full the whole time, plus i wish the timer on my hotkey actually showed like 3600 seconds or something, so that i could actually see it was in effect for an hour..not sure if it is possible.

When you have decent enough generation (as early as level 5 or so), you'll be able to keep several spells going without noticing any drain.

I know where you're coming from about the countdown. I thought about that too, but since that could only be done with a cooldown (assuming a number that large would fit), if the skill was disabled you wouldn't be able to cast it again until the hour was up.

The more I think about it, the more it might make sense to just combine a version of this (with unlimited duration instead of an hour) with the Stop All Skills thing. That way you could basically just toggle everything you want and be in control of when it ends.
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Re: [Skill Duration]Power Hour

Postby trickyhits » Sun Nov 15, 2009 4:57 pm

ctstalker wrote:
trickyhits wrote:i used the mod and had frost shield and shadow cast...but did not even notice any mana used or being used...it just stayed full the whole time, plus i wish the timer on my hotkey actually showed like 3600 seconds or something, so that i could actually see it was in effect for an hour..not sure if it is possible.

When you have decent enough generation (as early as level 5 or so), you'll be able to keep several spells going without noticing any drain.

I know where you're coming from about the countdown. I thought about that too, but since that could only be done with a cooldown (assuming a number that large would fit), if the skill was disabled you wouldn't be able to cast it again until the hour was up.

The more I think about it, the more it might make sense to just combine a version of this (with unlimited duration instead of an hour) with the Stop All Skills thing. That way you could basically just toggle everything you want and be in control of when it ends.


Sounds good...nice to know about mana, but it almost felt overpowered, since i did not notice anything being used.
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