[Modding]
Skill Transmuters can now have alternate item skill modifiers assigned. This is primarily for FX swapping, but it also allows separate values to be set for base and transmuted skills.
Added projectileFXOverride to skill modifiers that overrides additionalProjectileFX on skills.
Added % Heal over time to buff effects. This effect tics per second.
Added % Projectile Passthrough to WPS skill templates.
Added new function: Character:SpawnNearPlayer(objectID playerId, bool initialThreat). This will take a character spawned via script and spawn it off-screen near the target player and, optionally, apply threat to the target player.
Note: while you will see skillChanceWeight in the skill_modifier template, this is a feature in the upcoming Fangs of Asterkarn expansion.
Note: when creating new .anm assets, the aif field now auto-populates with a .aif file reference that matches the animation name. This can still be manually overriden or blanked out.
Note: due to changes to Wind Devils, if your mod altered them, you will need to update your dbrs to match retail behavior.
We had all of these cool changes, but Storm Box of Elgoloth still looks very sad…
“Physical” SBoE:
“Vitality” SBoE:
“Aether” SBoE:
This post is just supposed to be a reminder (“Zantai pls post”) that most GD players love having proper visual representation for their skill modifiers and I definitely would love the skill modifiers for SBoE (and tether) to be able to actually replace the fx and not just add another fx on top (which also negatively adds to the brightness bloat of GD).
It even seems like you guys already have (most of) the files ready for it.
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December 4, 2024, 2:07pm
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