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Originally Posted by JimRaynerd
Btw just had the bug again where the followers don't fight and stand idle. It's strange because in when checking things in the nameless Isle they do fight but when checking vs actual mobs (lets say the knights right outside marketplace) they turn idle again.
Took a while to get it to work again, by zoning in and out of the Nameless Isle and checking at the marketplace and toggling settings on and off.
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For some stupid reason, the constructors are not initializing the autonomy on combat and are assigning default 0, that makes the followers think they are always out of range and trying to catch up.
If you play with the config values the variables will be filled with the real data.
I have no idea why constructors for those specific fields aren't working but has happened before �� , already fixed for next version I force the value.
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Any chance to add the skill's name in the json file for easier bookkeeping?
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Toolbox skill array is a huge enum with 3000 places, they store everything there.
I could add the skill names if someone makes an array for it, I'm not gonna do it, it's too much work, but if someone makes an array or convert that list to a Json file I could.
the othe option woiuld be messing with encoded names,and do a lookup, but i still dont understand how encoded name work, it would be for a priority way into the future.
let me look in the toolbox code if theres some simple way of getting the skill name from the skill id and vice versa, if it exists ill try to implement. the real problem being localization, since evarything is on an encoded string i would have to force english? not sure, enc names are a mystery to me. honestly id feel way more comfortable having an array or a json file.
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For interupts, do you have to set "IsCasting": false" to true or it knows the target has to be casting since it's marked as an interupt in it's nature?
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if you want the interrupt to actually interrupt, you need to set IsCasting = true
skill nature tell its its a high priority skill (interrupt are the highest)
is casting tells it to activate the skill only if the target .. is casting.
The is casting check is done against player animations , that's how toolbox gathers that data.
Also I make checks for minimal reaction time (for interrupting have to take into account, activation time, latency and cast time)
So, basically, if player animation is in casting frames AND skill activation time >0.250 +latency, is casting =true.
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I'm also not quite sure I get the difference between these 3:
SkillNature { };
0 Offensive
1 OffensiveCaster
2 OffensiveMartial
Should a skill like be marked as:
SkillNature { };
5 Hex_Removal
Since it needs a hex to be removed? Or is hex removal meant for defensive type hex removal skills?
And skills like should they be:
SkillNature { };
7 Buff
10 SelfTargetted
Buff of Self target? They're self targetted but also a buff?
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Skill nature is a completely.made up term by me to address categorizing the skills.
Offensive martial and offensive caster, for the moment are just placeholders, if I med to use them I will, they are there to reserve it's space in the enum, for the moment, all offensive target is just offensive, the targetalliance is the one deciding who to cast the skill to.
Those nature's help me determine the priority those skills have.
I'll put an example of an interruption and a hex removal.
By configuring skill. Nature as interrupt, you are telling the IA that skill should be evaluated first over every other , the rest of the parameters are that conditions to be cast, for most interrupts is just (is casting+is alive)
If you Mark the skill as hex removal it will take it's place in the priority queue below healing bit above resurrecring...
In this post history i detailed the casting priority if you want to see it.
So basically if the skill appears in the skills.json it will be categorized against my own criteria, that's how the priority casting works.
You can do weird stuff
Like marking a direct dmg as an interrupt, it won't interrupt anything but it will put the skill on high priority for example.
There's a bunch of conbinarions you could do.
There are skills that are self buffs, like elementalist attunements.
There are self skills that are heals like healing signet
There are self skills that are stances , etc etc.
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Originally Posted by JimRaynerd
I've attached a sample for all non elite Domination skills, which should be set up properly, I've added the skill names and Id at the top of the file so it's easy to search the Id and find the settings at the right place.
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Awesome! I'll add them to the skills.json file