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Titan Quest - Anniversary Edition => Modifications => Other Modifications => Topic started by: soa on 19 May 2019, 10:52:17

Title: Several bugs related to custom skills
Post by: soa on 19 May 2019, 10:52:17
So after modding about 40 souls for Soulvizier I ran into several bugs. I hope you've already seen them.

- I've got some custom items giving a skill using Skill_AttackWeaponCharge.tpl (like Take Down).
It doesn't work if the item has an autocast controller. Anyone has this problem ?
(https://i.imgur.com/kXdH4ap.jpg)

- Same for Skill_AttackProjectileBurst.tpl that doesn't work on items with autocast.
Saw that on the redmine. Did that work before Atlantis ?
https://redmine.thqnordic.com/issues/27025

- I've got another issue with a custom skill. It summons a ring of crystals around the player, and when these die (either when an enemy comes at 2m range or 5s after summon) they explode and spawn a crystal golem.
The summoned golems turn against me. Why is that ? I saw a parameter in the summoning pet skill "revert team after master death" but it seems uselss.
I tried many alternatives with no success :
- have the golems be summoned by a summoning skill that was a "dyingskill" of the crystals. They cast the summoning skill on death but they are enemies.
- include the golem .dbr in "actorToSpawnOnDeath", or in "actorToSpawnForMyBones", whatever the difference. They are summoned but against me.
- I tried to include the skill as a special attack for the crystal with a 50% chance to cast, with a 10s timeout and 3s delay. That way, there could be less golems than crystals. But they still turn against me and the crystals.
Crystals and golems use the pet template.
Title: Re: Several bugs related to custom skills
Post by: Endymion on 19 May 2019, 14:55:33
Saw that on the redmine. Did that work before Atlantis ?
Nope. There are several templates that don't work (and didn't use to either) on items with autocast enabled. Not much you can do until there's a fix from the devs' side.

- I've got another issue with a custom skill.
Problem is a pet's pet is not player's pet. You can set their teams to be friendly (like killable guards found across the game), under Character tab set defaultTeamMajor & defaultTeamMinor to TeamMajor_Human and TeamMinorHuman_Friendly respectively; But that's about it as far as I remember, can't make them full-fledged pets.
Title: Re: Several bugs related to custom skills
Post by: soa on 19 May 2019, 22:01:13
Problem is a pet's pet is not player's pet. You can set their teams to be friendly (like killable guards found across the game), under Character tab set defaultTeamMajor & defaultTeamMinor to TeamMajor_Human and TeamMinorHuman_Friendly respectively; But that's about it as far as I remember, can't make them full-fledged pets.
I tried that, but they still attack me.
Title: Re: Several bugs related to custom skills
Post by: soa on 31 May 2019, 16:37:27
Anyone knows how to make a pet spawn other pets (or monsters at least) on death without having them spawn as enemies ?
Title: Re: Several bugs related to custom skills
Post by: Bumbleguppy on 31 May 2019, 18:21:22
Since the Raganarok expansion, there is a setting in the spawn config parameters of the spawn pet template that allows the spawned pet to  survive on the summoner's death: surviveAfterMasterDeath. Set that to 1.

Now give the pet the spawn pet skill and place it in it's ondeath skill config slot.

Haven't tried it, but it might work.
Title: Re: Several bugs related to custom skills
Post by: soa on 31 May 2019, 19:12:58
Yes, I already did that, otherwise the summoned pets die instantly.
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