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yeah, I noticed too that at the end of the video, the skill didn't activate immediately anymore. Very confusing. I tested it myself with Battle Rage and Adrenaline and it always activated again after the same amount of seconds which implied there is indeed a cooldown. How do you make Adrenaline an active skill? I have no experience with modding and I would really like to see this tested.
Quote from: hansuswurstus on 10 December 2020, 17:24:51yeah, I noticed too that at the end of the video, the skill didn't activate immediately anymore. Very confusing. I tested it myself with Battle Rage and Adrenaline and it always activated again after the same amount of seconds which implied there is indeed a cooldown. How do you make Adrenaline an active skill? I have no experience with modding and I would really like to see this tested.NOTICE: If you want just play in game, then just play in it, and don't poison itself with modding. Otherwise you might end what you will be infected with modding, and you will no have time to do normal play anymore... you are warned.1. You need at least read something about generic modding, about ArtManager... there is exist some tutorails on this forum and on web. Generally it is looks complex at start, but actually much easier than it is described anywhere.2. You need create new mod with ArtManager3. Import "records/skills/defensive/adrenaline.dbr" record.4. Change Class field to "Skill_BuffSelfDuration" (also switch "templateName" to "database\Templates\Skill_BuffSelfDuration.tpl"). 4.a. For easy testing there is have sense switch onHitActivationChance to 100.5. Then build mod and start custom map.In custom map mod (not bounce mod) new character can use developer console (use "~" (tilde) key) to open it. By command: "game.incrementLevel" you can increment level to get required skills, so you don't need fight with game about game saves.PS: Also note, when skill activated, animation may appear with some delay... for me it is about for 1-2 seconds for first time, then usually faster, but it anyway depends to animation itself. So when you test - there is better to look on character's health regen and don't take on-screen FX into account at all.
Btw I just watched icefreezes video again and the fact that Adrenaline doesn't proc in the end until 6 seconds cooldown is over actually shows there must be something with his equipment...
having giving more thought about it, there's still one more possible way that might make the items the culprit: if the character is wearing items that have grant skill: adrenaline. the first adrenaline proc is due to skill, then immediately after that, the grant skill from item procced. but i don't know if that's how it works
i hate acting like a judge here, and i won't.... but y'know.. if this is a court case, one side has shown evidence already, the other hasn't...
Wait, I don't understand. In the latest video, until 17:52, Adrenaline procs EXACTLY like in my tests. It always has a cooldown until it gets activated again. Only from 17:52 until 18:02 it does proc without a cooldown. Am I missing something here?
Quote from: botebote77 on 11 December 2020, 08:27:08having giving more thought about it, there's still one more possible way that might make the items the culprit: if the character is wearing items that have grant skill: adrenaline. the first adrenaline proc is due to skill, then immediately after that, the grant skill from item procced. but i don't know if that's how it worksGood catch, but is not a case... There is good chance what multiple skill instances will activated and effects get overlapped: in this case multiple adrenaline skill icons will appear in effects bar.Quote from: hansuswurstus on 11 December 2020, 13:03:39Wait, I don't understand. In the latest video, until 17:52, Adrenaline procs EXACTLY like in my tests. It always has a cooldown until it gets activated again. Only from 17:52 until 18:02 it does proc without a cooldown. Am I missing something here?So about 20 minutes skill cooldown works correctly, and only once it triggered without cooldown? lol. There is good evidence of how it work, and show's what there is some bug or unexplained thing.I'm only have two theories why it might happens at all:1. [unlikely] Some calculations eventually get poisoned with "NaN" value, which eventually might be treated as zero. Doesn't like this too much, because... this explain nothing and this can't be tested in sensible way.2. So my best theory: Probably there is exist small time-frame (for example exactly 1 animation frame) between skill's active phase and skill's cooldown phase when skill might be triggered again without cooldown (e.g. skill already wear-off but still not start cooldown => so it eligible for triggering). In this case, chances to skip cooldown should grow-up with number of enemy hits you receive per second. Relative chances (e.g. "feel") will grow up even more with smaller active-phase and smaller cooldown-time. I probably will try reproduce this later.
Quote2. So my best theory: Probably there is exist small time-frame (for example exactly 1 animation frame) between skill's active phase and skill's cooldown phase when skill might be triggered again without cooldown (e.g. skill already wear-off but still not start cooldown => so it eligible for triggering). In this case, chances to skip cooldown should grow-up with number of enemy hits you receive per second. Relative chances (e.g. "feel") will grow up even more with smaller active-phase and smaller cooldown-time. I probably will try reproduce this later.Thank you for the clear explanation, that makes very much sense and also explains the strange behavior in the video! Let me know in case you tested this some time!
2. So my best theory: Probably there is exist small time-frame (for example exactly 1 animation frame) between skill's active phase and skill's cooldown phase when skill might be triggered again without cooldown (e.g. skill already wear-off but still not start cooldown => so it eligible for triggering). In this case, chances to skip cooldown should grow-up with number of enemy hits you receive per second. Relative chances (e.g. "feel") will grow up even more with smaller active-phase and smaller cooldown-time. I probably will try reproduce this later.
--> time axis-----------[ Active Phase ]-[*]-[ Cooldown Phase| ] ----------------------------------------------------------------[ Active Phase ]-[|]-[ Cooldown Phase ] ------- | \-- at this moment skill would not more get triggered (looks like) existing cooldown overriden by new cooldown