Recent Posts

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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by Bumbleguppy on Today at 00:31:24 »
Yeah, that should work. Just change the velocity setting in the projectile file.

Yeah, that's pretty clever! :D

ANd you could have a CharSelfFxPak or no, the SkillCastAuraFx that has a particle effect to show the radius.

Just have an effect on the monsters that it is affecting, no need for radius indication.

Hmm...I wonder if the ProjectileSpeedModifier slot in the skill file can have negative values instead?

EDIT: Naw, I just tested it and it doesn't work. I guess that would be too easy lol :D

And it would only affect bow, right? And maybe ranged one-handed? Definitely not staves

BTW, if you have the initial spawn die on casting, just put the monster that casts the aura in their "ActorToSpawnOnDeath" and it will automatically be on the monster's team. No need to mess with the settings in the character slot for teams.

Also, it will be a pain to get this to show in the plaer UI. When I tested, negative values for projectile speed % didn't even show up at all.

Maybe put a dummy skill on the initial spawn and check the "display on pet" bit and just use attack speed to show the values.
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New Projects / Re: [WIP] More Masteries Mod - WNG
« Last post by WNG on Today at 00:27:48 »
Yes! Though Chaos doesn't have a pet in its skilltree, many masteries will offer at least one pet. One of them (masteries) should also please the most dedicated petmasters.
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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by nargil66 on 19 October 2018, 23:05:35 »
Hey BG, just got an idea for a skill, but i'm not sure if possible to make.
The idea is - Slow Missiles skill, like in Diablo 2 :). How it should work on theory:
You summon an invisible pet, which dies immediately and spawns its own stationary pet (say, a totem), BUT... in the summon template there is an option that the second pet will change alighment after masters death. So upon the invisible pets' death the totem becomes "your enemy". Not the tricky part - the totem casts an toggled buff aura on other enemies, which gives a weapon enchantment with no effect attached and different levels, each connected to a projectile file with DECREASING base projectile speed... As a result emeny arrows fly slower.
Do you think it will work?
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New Projects / Re: [WIP] More Masteries Mod - WNG
« Last post by Corpsdweller45 on 19 October 2018, 22:48:06 »
Do you plan to add some pets  to your masteries so far ?
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New Projects / Re: [WIP] More Masteries Mod - WNG
« Last post by Corpsdweller45 on 19 October 2018, 22:46:31 »
Cool looking,my  ;D friend,very good so far!
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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by MedeaFleecestealer on 19 October 2018, 20:44:31 »
Bit of advice - stay away from the campfires. 

And v2 is sounding more and more dangerous to even attempt!  ;D
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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by WNG on 19 October 2018, 18:48:29 »
I wasn't around. But I planned to do so soon.
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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by Bumbleguppy on 19 October 2018, 18:12:42 »
I don't think WNG has played v1.1 :)
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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by sauruz on 19 October 2018, 16:04:58 »
as long there a "click" sound ingame, warning the danger, our toons are safe :P
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Ideas and Suggestions / Re: Version 2 Development LOC
« Last post by WNG on 19 October 2018, 16:02:26 »
I mostly had in mind the Fire and Cold sepulchers that barely did anything.

I know in Act V the lightning chests do much more damage, but I never seen them kill anyone... unless you have minus resistances shouldn't happen.

But yeah I'm up for some lethal traps as long as it is avoidable.
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