How to properly add clawsofthundernova to the dragon claw?
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How to properly add clawsofthundernova to the dragon claw?
How to properly add clawsofthundernova to the dragon claw?
I added clawsofthundernova to dragon claw in the skills.txt, but the skill hits all the monsters on the screen. The skill hits much further than clawsofthundernova's animation. How to fix it?
I changed this in skills.txt in the dragon claw line (Id: 260):
srvdofunc(column:F): 36
srvmissilea(column:R): clawsofthundernova
cltdofunc(column:CO): 10
cltmissilea(column:CT): clawsofthundernova
I added clawsofthundernova to dragon claw in the skills.txt, but the skill hits all the monsters on the screen. The skill hits much further than clawsofthundernova's animation. How to fix it?
I changed this in skills.txt in the dragon claw line (Id: 260):
srvdofunc(column:F): 36
srvmissilea(column:R): clawsofthundernova
cltdofunc(column:CO): 10
cltmissilea(column:CT): clawsofthundernova
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Re: How to properly add clawsofthundernova to the dragon claw?
Nice find Razi198! With a little bit of experimenting, it seems that's due to a hidden calc for srvdofunc=36, which increases the speed of missiles. Namely, calc1 acts as a velocity adder to the missile. If you set calc1=0, you'll notice that your cltside and srvside will become synchronized. This does mean you won't get any +dmg%, but that doesn't matter since, with the way your skill is set up, you aren't dealing attacks/hits anyways.
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Re: How to properly add clawsofthundernova to the dragon claw?
Thanks for help. Is it possible to create such skill: dragon claw that deals physical damage together with clawsofthundernova missile that deals lightning damage? Because now, as you noticed, the skill only deals damage with the clawsofthundernova.
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Re: How to properly add clawsofthundernova to the dragon claw?
Unfortunately Razi198, it's not so easy. I messed around with it for a bit and all of my fixes were kind of broken. If you use a srvmissilea (which requires a srvdofunc), then you won't be able to deal attacks since attacks (which also require a srvdofunc), so they are mutually exclusive events. And if you use srvmissile (which doesn't require a srvdofunc), then it breaks the attack sequence, and you will only deal one attack instead of two.
The best fix I can think of would require you to cast a spell which periodically releases novas while using Dragon Claw. If you are interested, I could post an attempt at that.
The best fix I can think of would require you to cast a spell which periodically releases novas while using Dragon Claw. If you are interested, I could post an attempt at that.
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Re: How to properly add clawsofthundernova to the dragon claw?
It would be nice. I am interested.Cypress wrote: ↑Sat Jun 17, 2023 11:24 amif you use srvmissile (which doesn't require a srvdofunc), then it breaks the attack sequence, and you will only deal one attack instead of two.
The best fix I can think of would require you to cast a spell which periodically releases novas while using Dragon Claw. If you are interested, I could post an attempt at that.
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Re: How to properly add clawsofthundernova to the dragon claw?
Skills.txt, new row:
Skills.txt, replace Dragon Claw:
Itemstatcost.txt, new row:
Missiles.txt, new rows:
Extra Nova icon/description looks like the Delerium skill in game, cast it and you will get a Shiver Armor looking buff. When you attack with Dragon Claw while Extra Nova is active, you will gain +1 action stat, which will make the Extra Nova start its functionality and release novas. I think it works really well, although graphically the nova sometimes collapses on itself, which looks a bit weird.
It is fun to note that this system is probably (haven't tried it myself) powerful enough to mostly softcode/simulate charge-ups, allowing you to do things like gain charge-ups periodically, release charge-ups with a specific skill and/or event, and have D2R-style stats which allow for a chance to keep charges.
You can also find an explanation here: viewtopic.php?f=4&t=67397, which describes most of what I did. The only real difference was that I had to hybridize Dragon Claw with Bash so that it could support aurastates while attacking.
Code: Select all
Extra Nova 400 delerium change 28 48 clc2 extranova-start shiverarmor 10000 8 6 extranova-start clc2 sparkle delay 1 sparkle radius 1 sparkle height 1 0 rng SC A1 SC 23 12 18 20 Blade Sentinel Wake of Fire Sentry 1 1 0 0 0 0 0 1 1 1 10 bonus "attack" delay (stat('action'.accr)==1)?(0):(100) conditional 0 "Don't Use, missile range mod" 0 "Don't Use, missile range mod" 6 Min Mana to start casting 5 Frame delay between blades 1 8 128 pst4*skill('physb'.ast3)/100+skill('physb'.ast4) phys 5 640 8000
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Dragon Claw 260 ass dragon claw 32 46 null anim 25 action 1 ln12 + skill('Claw Mastery'.blvl)*par8 assassin_kick_1 clc3 attack rate bonus 1 0 h2h 3 h2h h2h SQ A1 xx 16 1 1 1 1 1 1 1 1 6 20 Dragon Talon 1 1 8 2 0 1 1 pst3*skill('physb'.ast5)/100 damage% drain damage attack rate bonus elem conversion% 50 % Damage bonus 5 % damage per level 4 damage synergy 1 40 25 8 128 phys 4 384 3000
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action 385 1 15 1024 0
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extranova-start 708 50 28 0 damage freq (0 = look at skill) 0 radius (0 = look at skill) 0 start frame 2 end frame 30 lob 0 damage freq (0 = look at skill) 1 radius (0 = look at skill) 0 start frame 2 end frame 30 lob 2 0 0 0 0 0 1 null 1024 30 16 8 1 1 extranova-hit extranova-hit 0
extranova-hit 62 1 4 1 5 1 64/missiles to release 1 64/missiles to release 1 0 0 0 0 0 1 null 1024 5 16 8 1 1 1 clawsofthundernova clawsofthundernova 0
It is fun to note that this system is probably (haven't tried it myself) powerful enough to mostly softcode/simulate charge-ups, allowing you to do things like gain charge-ups periodically, release charge-ups with a specific skill and/or event, and have D2R-style stats which allow for a chance to keep charges.
You can also find an explanation here: viewtopic.php?f=4&t=67397, which describes most of what I did. The only real difference was that I had to hybridize Dragon Claw with Bash so that it could support aurastates while attacking.
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Re: How to properly add clawsofthundernova to the dragon claw?
I've been looking for this for a long time: especially:Cypress wrote: ↑Tue Jun 20, 2023 11:20 pmIt is fun to note that this system is probably (haven't tried it myself) powerful enough to mostly softcode/simulate charge-ups, allowing you to do things like gain charge-ups periodically, release charge-ups with a specific skill and/or event, and have D2R-style stats which allow for a chance to keep charges.
1) gain charge-ups periodically
2) have D2R-style stats which allow for a chance to keep charges. If you can do it, then it will be great. Can you try to do it? Because now charge-ups skills are not useful to use at all.
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Re: How to properly add clawsofthundernova to the dragon claw?
Hi Razi198, I figured out how to do charge-ups periodically. It's actually very easy. Charge-ups work even when used by some other skills. So you can for example give Claws of Thunder srvdofunc=65, periodic=1, perdelay=1. And also set aurastatcalc1=min(stat('progressive_lightning'.accr)+1,3) so that the charges build up. Or if you just want to have maxed charges all the time, set it to a value of 3. It's a lot of fun to play around with. I made a section in my skill guide (viewtopic.php?t=66934) describing the different functions that can build-up/set charge-ups under [CHARGE-UPS]. You can also cast to build charge-ups, like with the Frozen Armor function, allowing you to build charges without needing monsters.
Here's an example skill (might have a few weird settings on it since I was experimenting a lot):
Note that this example is very powerful since it is updating per frame, and thus builds 8.33 charges per second.
As for my previous idea on charge-ups, it probably isn't actually any good since it (if it even works, I don't have it working yet) is only capable of releasing missile functions, while proper charge-ups can release all sorts of skill and missile functions.
And although you probably can't make a "chance to keep charges" with an aura charge-up, you could add in a stat that increases the rate of charge build-up, or which gives a random chance to max out charges every second. Or if you are using a cast-to-build-charges, then you could have a stat which gives a chance to give maxed out charges with a single cast.
Here's an example skill (might have a few weird settings on it since I was experimenting a lot):
Code: Select all
Claws of Thunder 269 ass claws of thunder 65 1 36 37 par1 4 null clawsofthundernova clawsofthunderbolt progressive_lightning 2000 25 progressive_lightning 3 progressive_tohit par4 fireresist 22 skill('Royal Strike'.blvl)*skill('Claws of Thunder'.par8) skill('Royal Strike'.blvl)*skill('Claws of Thunder'.par8) (skill('Royal Strike'.blvl)) * par8 10 11 clawsofthundernova clawsofthunderbolt 1 0 rng 3 h2h SC A1 xx 16 1 1 1 1 1 1 1 18 20 Fists of Fire 1 1 8 0 0 1 1 1 1 1 1 4 skip 375 duration 50 tohit bonus for each charge-up 8 damage synergy 1 15 7 8 128 ltng 1 0 0 0 0 0 80 20 40 60 80 100 pst5*skill('ltngb'.ast1)/100+skill('ltngb'.ast2) 4 640 16000
As for my previous idea on charge-ups, it probably isn't actually any good since it (if it even works, I don't have it working yet) is only capable of releasing missile functions, while proper charge-ups can release all sorts of skill and missile functions.
And although you probably can't make a "chance to keep charges" with an aura charge-up, you could add in a stat that increases the rate of charge build-up, or which gives a random chance to max out charges every second. Or if you are using a cast-to-build-charges, then you could have a stat which gives a chance to give maxed out charges with a single cast.
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Re: How to properly add clawsofthundernova to the dragon claw?
Awesome, didn't believe it could be done with Skills.txt. Maybe we can change finishing moves to make them like charge-up skills. Or we can change charge-up skills to make them work like Feral Rage or Maul, as I wanted in this topic: viewtopic.php?f=122&t=66334. Need to try.
This build up 3 charge-ups in 1 hit. And changing Claws of Thunder to srvdofunc=35, periodic=1, perdelay=10, aurastatcalc1=3, works like an auto-hit. It's very interesting what else we can do.Cypress wrote: ↑Sun Jun 25, 2023 12:51 pmSo you can for example give Claws of Thunder srvdofunc=65, periodic=1, perdelay=1. And also set aurastatcalc1=min(stat('progressive_lightning'.accr)+1,3) so that the charges build up. Or if you just want to have maxed charges all the time, set it to a value of 3.