I’ve been working on my new mastery and I just hit a brick wall rather early in the developement. Even if Elfe tried to help me out (thanks again, again) I still can’t make that shit work.
So here’s the deal: I made a skill that would summon multiple skeletons (2 burst, max 13 IIRC), but pressing a button all the time ain’t fun.
So I tried to create a skill on the side that would be the same as this active skill, but as a passive: it would raise one skeleton every time the player kills an enemy (maybe his pets too if possible).
Needless to say it didn’t work out well. Besides crashes because of auto-triggers for summons and other stuff not worth mentionning, the game shows my shit fine and all but it just doesn’t work. It’s depressing.
So if you got any help on how to raise skeletons every time you kill something/some cunt, I’ll read it and apply it, then report failure or success here.
I’m curious, what auto-trigger setups have you tried out thus far? I’ve not meddled with summons myself so far, but looking at e.g. Ranger by cftx an on enemy death trigger seems to do the trick for his “hunting ground” or whatever summon.
Transmuter on Spawn_Pet; Spawn_Pet on Spawn_Pet; auto-respawn of dead summons (doesn’t work). Granted it might not have been the correct files… Now that I think about it I didn’t try passive templates. I’ll finish my current skills and go back to try passive triggers.
It is said that triggering pet summons with Autotrigger skills crashes the game, and so far I agree with that statement.
I’ll edit this post to report results.
EDIT 1: Looks like the passive template is the good way to go. It’s pretty much the same thing as Raise the Dead except I can’t raise anything. Now to find a way to do so.
I also tried the buff templates but I didn’t find one that would let me summon something. Didn’t search very far though.
EDIT 2: I don’t know anymore. It acts like a devotion and because of that I doesn’t do shit.
Now if i kill an Enemy 3 New Ravens spawn but none if a Raven kills an Enemy and one other Problem is that they override each other so if you have 30 3 despawn and 3 new spawn.
then i createt a “SkillSecondary_PetSpawn”
if i now go and put the autocast from above in it it just spawns 6 Ravens when i kill an enemy but non if a pet kills one
i even tried the targedType Ally that if a Pet dies 3 new spawn but it didnt work bcs
Targed Ally dosnt work at all (Didnt Test)
or
Pets get Summond as Pet/Summon Targed but there is no targedType for that
so i think there needs to be a special controller that can trigger for pets
i even tried it with summon Hellhound and onkill ally and it just did nothing.
so yeah thats what i got atm i try a few more things and post here if i get a breakthrough :-/
Simple answer to your problem is give a self-buff ability like yours to your pets. Give it instant cast as well. Note that since it’s self buff it might not work at first.
Put another raven (i.e raven_01.dbr summons raven_summon_01.dbr) without the summoning ability to avoid crashes. I suppose you could also give the summon’s summon another summoning ability for another copy, too.
There might be a better way to do it but so far it’s okay.
if i go and make a pet class i go and give him a passive that spawns on hit with a low % chance that shoud do the trick or a high % chance with a cooldown that it gets autocast after like 5 - 10 sec.
as long as the targeting system is this fucked up you cant even have a on target heal bcs you cant even klick yourself was trying to create some sort of priest or mysc but if you cant even targed yourself its not realy that good woud need to rework it in some sort of aoe cast but yeah sucks
:pI think [auto cast while kill] can work properly for both passive or buff
However, the game will always crash if you set a “loop” of auto-cast skills
for example:
A triggers A means crash.
A triggers B, B triggers A also means crash
You can use modifier to make a endless loop of triggers while avoiding crash.
B, as a modifier or transmuter of A, triggers C , C triggers A
this will take a cycle of A-C-A-C… with no crash.
:undecided:However this is not really helpful for player-character mosttime, because you have to use the modifier…and skill A will still restriced by mana cost and cooldown.
I wanted set a Cleave likes DnD(Attack another target while kill)
But finally failed:(
:undecided: however this can not trigger again and again( just like the Great Cleave)…only trigger one time is easy.
And you can just set Cleaveghost2 Cleaveghost3 Cleaveghost4… for a chain trigger.
However, for a really unlimited trigger, As I said above
you have to set auto-cast:Cleaveghost in the modifer of base Cleave(Cleave have no autocast)
Then set autocast:Cleave in Cleaveghost
This a cycle-trigger. However, Cleave is restrict by mana cost and cooldown…
I dont get why infinit autocast spells break the game i mean even if you autocast a skill 100% on hit with 0% Mana or Cooldown it works fine and gets spamed like crazy.
but you cant bind the same skill on it self becaus its an infinit loop ?
if i have a controller that CONTROLLS the trigger why woud that be an infinit cast ?
it can only have someting to do with the engine bcs games like World of Warcraft have a Multistrike System and that is a %repeatsameskillautocast :-/
this template sytem has so many flaws and every idea needs like 10 workarounds to do what it shoud
for what did they have an autocast section if you cant cast the same skill or even cast skills at specific lvls i can proc my whole skilltree wit one auto attack but i cant proc the same skill with itself >.>
its 100% a programming logic that block infloop skills
bcs most of the game is hardcoded atm we cant really see if its possible it coud just be a simple fix for the staff team or it coud just not be possible
in the end you can only say that the “mod” tools are very limitet atm and they can only be better who knows how much they can make moddable in the end.
bcs if u want to make a complete new map etc maybe you want to change damage types or weapons bcs a game with old weapons like titan quest woud be cool too but that is hardcoded and that woud make a lot off work for the staffs so we need to work with that what we have and just hope they dont abandon the idea off modding midterms bcs it just is too much work :eek: