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  1. #1
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    Pet Transformation As A Skill

    I'm trying to use the Pet Transformation effect of fish as a character skill.

    Near as I can tell, fish transform your pet via a set of [EFFECT] lines in the fish's .dat file. Among other things, this [EFFECT] code directly calls the .dat file of the pet-monster to be transformed into.

    So I start of with a skill .dat file and just plop in the [EFFECT] lines for the transformation I want. It actually summoned the target per-monster I wanted, but it did not transform my pet to do so.

    Here's the code of the skill .dat file...

    Code:
    [SKILL]
    <STRING>NAME:Conjure Ice Troll
    <TRANSLATE>DISPLAYNAME:Summon Ice Troll
    <TRANSLATE>DESCRIPTION:Summons an Ice Troll to fight your enemies
    <STRING>SKILL_ICON:summtrollicon
    <STRING>SKILL_ICON_INACTIVE:summtrollicongray
    <STRING>ACTIVATION_TYPE:NORMAL
    <STRING>ANIMATION:special_gen_buff
    <STRING>USE_SOUND:PotionUse
    <FLOAT>RANGE:100
    <FLOAT>MANACOST:100
    <INTEGER64>UNIQUE_GUID:1921297131787981279
    <INTEGER>COOLDOWNMS:140000
    [EFFECT]
    <STRING>NAME:Ice Troll
    <STRING>ACTIVATION:DYNAMIC
    <STRING>DURATION:INSTANT
    <STRING>TYPE:TRANSFORM
    <STRING>PARTICLE_FX:GENERICPOTION
    <FLOAT>MIN:120
    <FLOAT>MAX:120
    [/EFFECT]
    [/SKILL]
    I'm stuck 'cos I don't know what else should be modified in the skill .dat file to make it work Can I ask for help please for anyone to point out what I'm doing wrong so I can fix it?

    Thanks very much in advance!

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  2. #2
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    Re: Pet Transformation As A Skill

    I don't know whether or not it is possible. Greater minds than mine are necessary to figure out if you can actually transform a pet via a skill.

    If it isn't possible, then it's definitely something to request the ability to do for Torchlight II :P

  3. #3
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    Re: Pet Transformation As A Skill

    You would probably have to tell the skill to target the pet. You should also be formatting the skill file properly and have the effects tags around the effect tags. Anyways, this might work.

    Code:
    [SKILL]
    NAME:Conjure Ice Troll
    DISPLAYNAME:Summon Ice Troll
    DESCRIPTION:Summons an Ice Troll to fight your enemies
    SKILL_ICON:summtrollicon
    SKILL_ICON_INACTIVE:summtrollicongray
    ACTIVATION_TYPE:NORMAL
    ANIMATION:special_gen_buff
    USE_SOUND:PotionUse
    TARGET_TYPE:PETS
    RANGE:100
    MANACOST:100
    UNIQUE_GUID:1921297131787981279
    COOLDOWNMS:140000
    [EFFECTS]
    TARGET:PET
    TARGETTYPE:PET
    [EFFECT]
    NAME:Ice Troll
    ACTIVATION:DYNAMIC
    DURATION:INSTANT
    TYPE:TRANSFORM
    PARTICLE_FX:GENERICPOTION
    MIN:120
    MAX:120
    [/EFFECT]
    [/EFFECTS]
    [/SKILL]
    "If there is such a thing as too much power, I have not discovered it." - Volrath
    "I'll attract the enemy with my human call - I'm so wasted, I'm so WASTED!"

  4. #4
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    Re: Pet Transformation As A Skill

    Thanks SO much Jarcho! I get what you mean about the [EFFECTS] tags around the [EFFECT] tags. I'm going to check this out and let you know how it goes

    Quote Originally Posted by Webbstre View Post
    I don't know whether or not it is possible. Greater minds than mine are necessary to figure out if you can actually transform a pet via a skill.
    If it isn't possible, then it's definitely something to request the ability to do for Torchlight II :P
    Hi Webb! I reason it should be possible since the fish already do it so it must be moddable into a skill! I was attracted to the idea because transforming your pet has natural limitations (like only having one pet).

    So a character could have several Killer transforms to choose from, but if he/she can only use one at a time AND if they only last like 120 secs (fish-like) AND if the mana-cost is fairly high AND if the cool-down period is fairly long, then they need to weigh the tactical situation more carefully before committing the transform.

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  5. #5
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    Re: Pet Transformation As A Skill

    You could just have your summoning spell kill all of the other summons that you could 'choose' from, it would basically accomplish the same thing.
    "If there is such a thing as too much power, I have not discovered it." - Volrath
    "I'll attract the enemy with my human call - I'm so wasted, I'm so WASTED!"

  6. #6
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    Re: Pet Transformation As A Skill

    Quote Originally Posted by Jarcho View Post
    You could just have your summoning spell kill all of the other summons that you could 'choose' from, it would basically accomplish the same thing.
    You're right Jarcho and it also seems it'll be an easier way to implement what I want

    Would I do that by using the "stop skill" effect

    [EFFECT]
    <STRING>TARGET:SELF
    (in this case, is it "self" or should it be something else?)
    <STRING>TYPE:STOP SKILL
    <STRING>NAME: (name of skill)
    <STRING>DURATION:INSTANT
    <FLOAT>VALUE:100
    [/EFFECT]


    inside the skill's .dat file? (got this code from one of the aura skills)

    and can I do

    <STRING>NAME: (name of skill 1)
    <STRING>NAME: (name of skill 2)
    <STRING>NAME: (name of skill n)


    or do I need to repeat ALL of the effect code for EACH summon-skill that's supposed to stop?

    Thanks!

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  7. #7
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    Re: Pet Transformation As A Skill

    If you were stopping your own skill you would target yourself, but stop skill only works if the skill is currently active such as the auras constantly pulsing. Summoning skills will end as soon as the unit is summoned and the layout that was used is scrapped, so you would have to look at any of the summon skills to get what you want.
    Code:
    [EFFECTS]
    TARGET:SELF
    [EFFECT]
    NAME:[monsters internal name]
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [/EFFECTS]
    So there you would use desummon monster targeting yourself. Now to do a full skill, every level would have to desummon the other level, and all the other different summons. So for a fire, ice and stone golem all going to level ten it would look like this for level one of summon stone golem (assuming you named your monsters this way):
    Code:
    [EFFECTS]
    TARGET:SELF
    [EFFECT]
    NAME:Stone Golem2
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem3
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem4
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem5
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem6
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem7
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem8
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem9
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Stone Golem10
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem1
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem2
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem3
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem4
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem5
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem6
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem7
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem8
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem9
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Fire Golem10
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem1
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem2
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem3
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem4
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem5
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem6
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem7
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem8
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem9
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [EFFECT]
    NAME:Ice Golem10
    ACTIVATION:DYNAMIC
    TYPE:DESUMMON MONSTER
    DURATION:INSTANT
    MIN:-1
    MAX:-1
    [/EFFECT]
    [/EFFECTS]
    The reason you don't kill the current level is because you can control the number of each type of unit you can summon in each of the units own unit file using:
    Code:
    MAXIMUM_PET_INSTANCES:
    "If there is such a thing as too much power, I have not discovered it." - Volrath
    "I'll attract the enemy with my human call - I'm so wasted, I'm so WASTED!"

  8. #8
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    Re: Pet Transformation As A Skill

    Thank you SO MUCH Jarcho!
    Also, that was an extremely lucid and easy-to-follow explanation (I know because I actually got it LOL!)
    My idea is to put different summonable monsters at different character levels, more powerful as you level up of course. So for each summon I'd have at most 5 levels of that monster (and more likely just 3).
    Thank you, thank you, thank you! Now all I need a stretch of free time to play with this new knowledge you gave me !

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  9. #9
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    Re: Pet Transformation As A Skill

    Can I ask about the differences between these 2 methods for summoning...
    • In the pet transformations the fish's .dat file will directly call the .dat file of the pet-monster to transform into, via a "TRANSFORM" [EFFECT]

    • But in a summon skill like for the skeletons, the skill's .dat file will first call a .layout file. Then it's the .layout file which calls the .dat file of the monster to summon.

    As mentioned in a post above, I got the first TRANSFORM [EFFECT] method to work properly on demand as a skill, though it only summoned the monster but didn't "transform" my pet. (BTW Jarcho, the code changes you suggested for using the TRANSFORM [EFFECT] didn't work for some reason. I didn't try to fix it anymore, since I'd decided to follow your suggestion to just use the "Summon - Desummon" combination skill)

    If that's the case, what is the advantage of using the second method with the .layout file in the middle (summonskill.dat -> summonskill.layout -> summoned unit's .dat file)?

    The .layout files seem to define 2 things mainly: a "timeline" and a "unit spawner". I admit I don't know these well at all, so maybe that's why I don't see clearly the value of using a .layout file
    Last edited by Phanjam; 09-10-2010 at 02:15 AM.

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  10. #10
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    Re: Pet Transformation As A Skill

    I'm guessing the transform effect summoning the monster is a glitch of some kind. The layout will also give you control over how you summon your monster (e.g. monster arrangement, how many to summon, delays, multiple monster types). It could also be used to play some kind of a cool particle effect/sound. Really just extended control over how it all works.

    P.S: You'll want to use the editor for this.
    "If there is such a thing as too much power, I have not discovered it." - Volrath
    "I'll attract the enemy with my human call - I'm so wasted, I'm so WASTED!"

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