Author Topic: About XXXX on hit ....  (Read 1492 times)

Nagahaku

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About XXXX on hit ....
« on: Apr 04, 2011; 08:38 PM »
Now in the game, there are some novas or other skills that are activated on hit or being hit, however, it is not so satisfactable...
such as XX% chance XXXX on hit an enemy, when i shot some monsters, only XXX nova explodes on target, others, just like charged bolt, generates on my self....
is that possible to change all of them into activate on the target i shot?
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Harrowing

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Re: About XXXX on hit ....
« Reply #1 on: Apr 13, 2011; 02:20 AM »
Thats what the XXX% chance to activate on target death does.

1. It never appears as a normal augmentation roll in-game it has been disabled since 0.7(a)

2. If you mod//hex your items to give that augment one of two things will happen, 1:  the game will crash depending on sp patch version and exe installed 1# not possible if your using the patches from these forums.  2# no damage will be applied and your normal attack damage *may* not be applied.

3. Intermitently my game has crashed from using those, besides that they dont even do damage they just look nice.

the stats that work properly are chance on hitting target, and chance on taking a hit.

Questions?
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Nagahaku

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Re: About XXXX on hit ....
« Reply #2 on: May 10, 2011; 11:30 PM »
mmm, but i did see some properties about "XX% chance to release XXXskill on killing an enemy" appears on many items such us "dunbar"....
now my question is not this......
what i mean is, if you have a weapon with "XX% chance to release XXXskill on hit an enemy", only skills like "XX nova" explodes on the target, but others, such as "charged bolt", release on the player...
now i have studied table skills.txt.cooked and procs.txt.cooked, and i found something....
"XX nova" actually have two type of them: "proc XX nova" and "proc XX nova remote", when you hit or kill the target, what it triggers is "proc XX nova remote", which had been designed to release on the target in table procs.txt.cooked. But, other skills, such as "charged bolt", only have one type: "proc charged bolt nova" or so... and in table procs.txt.cooked, they are designed to be released on the player...
so i added some new skills and added their entries into procs.txt.cooked, but, new problems came....
finnally, which skill to release is determined with table affixes.txt.cooked, i opened it and sadly found it was a script......
for example, XX% chance to release charged bolt on hit an enemy, is shown as "2C6,1A,XX,1A,YY,03,21,2A1,61C0000C,00", here XX and YY means the min and max chance of releasing, and 61c000c is the most important part: it both determins how and what skill to release! that is the problem, it has determined that this propertie is to release the skill "pro charged bolt nova", not the new skill "proc charged bolt nova remote" i added into the skill table....
in reanimator 1.1.1, the scripts had been translated, and shown clearly which proc skill to release, but, when i tried to modify and save it, reanimator crashed, seems that right now 1.1.1 version of reanimator cannot save modified tables... perhaps what i can do at present is just wait....
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Yandor

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Re: About XXXX on hit ....
« Reply #3 on: May 11, 2011; 12:16 AM »
Quote from: "Lonegirl"
61c000c is the most important part: it both determins how and what skill to release! that is the problem, it has determined that this propertie is to release the skill "pro charged bolt nova", not the new skill "proc charged bolt nova remote" i added into the skill table....
It might be hex edited if you know the code for charged bolt+remote.
If the engine does not support it then it aint gunna work.
If you dont know the code you need then maybe an examination of the codes in binary format might show if the codes are bit flags, in which case you might be able to work out the value you need. Otherwise, trial and error?
It isn't clear why FSS seemed to leave this incomplete.