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'Proc' trigger action

12 Aug 2019, 17:35 PM
#1
avatar of Artigo

Posts: 80

Hello,

I'm wondering if it is possible to make a 'proc' trigger for an action.

Example,

Requirement action

actions: rand(90) => nothing
rand(10) => ability

requirements: state (in combat since 0)


Idea being if in combat give a 10% chance to trigger this ability which means it would basically always happen if in combat long enough, but not necessarily immediately.


I haven't tried this yet, but I'm assuming as long as the check for in_combat state doesn't only fire once this should work.

Thoughts?

Thanks,

tigo
12 Aug 2019, 19:28 PM
#2
avatar of RagnarTheGamer
Master Modmaker Badge

Posts: 317

jump backJump back to quoted post12 Aug 2019, 17:35 PMArtigo
Hello,

I'm wondering if it is possible to make a 'proc' trigger for an action.

Example,

Requirement action

actions: rand(90) => nothing
rand(10) => ability

requirements: state (in combat since 0)


Idea being if in combat give a 10% chance to trigger this ability which means it would basically always happen if in combat long enough, but not necessarily immediately.


I haven't tried this yet, but I'm assuming as long as the check for in_combat state doesn't only fire once this should work.

Thoughts?

Thanks,

tigo


What ability would you have in mind with this? Some special shot or?
13 Aug 2019, 13:00 PM
#3
avatar of Artigo

Posts: 80



What ability would you have in mind with this? Some special shot or?


Something along the lines of a critical hit where it would trigger a stun/tread destroy or by triggering an ability. Alternatively, add a timed upgrade that would buff reload/accuracy or something to that effect.
13 Aug 2019, 15:13 PM
#4
avatar of RagnarTheGamer
Master Modmaker Badge

Posts: 317

jump backJump back to quoted post13 Aug 2019, 13:00 PMArtigo

Something along the lines of a critical hit where it would trigger a stun/tread destroy or by triggering an ability. Alternatively, add a timed upgrade that would buff reload/accuracy or something to that effect.


OK, let's start with the easier one.

1. Reload/Accuracy buff
For this, you don't need any ability. To your requirement_action add to the action the according modifier.

2. Triggering criticals
Here I would make it switch weapons. The switched weapon would have under damage > on_penetrated_action your rand action that would have the criticals in it. You could do this also to deflection > on_deflected_action.

I hope this gives you an idea of how you could approach in your modding.
14 Aug 2019, 16:37 PM
#5
avatar of Artigo

Posts: 80



OK, let's start with the easier one.

1. Reload/Accuracy buff
For this, you don't need any ability. To your requirement_action add to the action the according modifier.

2. Triggering criticals
Here I would make it switch weapons. The switched weapon would have under damage > on_penetrated_action your rand action that would have the criticals in it. You could do this also to deflection > on_deflected_action.

I hope this gives you an idea of how you could approach in your modding.


This is excellent, thank you!

One thing, the point of the ability is to make it timed so that it doesn't last forever. So it's not a permanent buff to reload/accuracy/etc. it would only last for a period of time before the cooldown.
14 Aug 2019, 16:40 PM
#6
avatar of RagnarTheGamer
Master Modmaker Badge

Posts: 317

jump backJump back to quoted post14 Aug 2019, 16:37 PMArtigo


This is excellent, thank you!

One thing, the point of the ability is to make it timed so that it doesn't last forever. So it's not a permanent buff to reload/accuracy/etc. it would only last for a period of time before the cooldown.


There is a timed action that you could mess around with.
14 Aug 2019, 16:45 PM
#7
avatar of Artigo

Posts: 80



There is a timed action that you could mess around with.


Oh right Ill give that a try. Thanks for the replies
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