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#51
jivebeaver

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Matthew Young CT wrote...

This mod really isn't for them though. The default tooltips are 99% accurate but very vague. If you have no interest in min-maxing they are fine.


On that note, anybody who is interested in downloading this would most likely know what the "cunning modifier" is or whatever basic game mechanics like spellpower are.  Filling it with heavy math formating is just unnecessary.  Some just want to know where the skills stand with constants and scaling, "+1/3 of the cunning modifier" is just as useful as +0.333*(CUN-10)

#52
Bluesmith

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Wonderful! If only this came sooner, so as to save me from painstakingly combing through all those core_h, singletarget, and AOE files. Thanks for brining this game a little closer to what it should have been like at release, friend!

Modifié par Bluesmith, 03 décembre 2009 - 04:29 .


#53
Bibdy

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1.3 is up. Mostly typo fixes. I'll probably get to doing potions and poultices tonight.

#54
Statue

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/cheers for Bibdy :)

#55
Matthew Young CT

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jivebeaver wrote...

Matthew Young CT wrote...

This mod really isn't for them though. The default tooltips are 99% accurate but very vague. If you have no interest in min-maxing they are fine.


On that note, anybody who is interested in downloading this would most likely know what the "cunning modifier" is or whatever basic game mechanics like spellpower are.  Filling it with heavy math formating is just unnecessary.  Some just want to know where the skills stand with constants and scaling, "+1/3 of the cunning modifier" is just as useful as +0.333*(CUN-10)

Well yes it's not wrong or anything. It's just that it's inconsistent with many other descriptions (where there is no neat fraction). Inconsistency brings out my OCD :D
Probably do need a gameplay mechanics FAQ or something for people who don't want all the math but want a basic understanding....maybe if I were less lazy....

Anyway more nitpicks eheh.

Blood Magic: Say spells cost 80% normal.
Incidentally if you fix the "improves blood magic" thing, it changes it to 60%. Pretty sure these (blood ring & avernus robes) don't stack either, there's only one ability there and it sets it to 0.6 instead of doing -0.2 or something.
Flaming etcs weapons: Maybe mention you can only have one active at a time per caster? I know I went and got 2 of them on Morrigan in my first play :(
Shield abilities: As above, mention they're exclusive.
Spell Shield: Technically this does add 75% spell resistance. Sadly, in sys_resistances_h, Georg just checks the random number against 75 instead of calling the character's spell res =( End result: It sets spell res to 75, even if you have more than 75 :P (dunno if mage can get that much spell res, but regardless)

You still have a bunch of %s for missile deflection! *trout whap*. It's not a % :(

You could fix paralyze/slow runes too :)

Modifié par Matthew Young CT, 03 décembre 2009 - 05:06 .


#56
Bibdy

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I'm not sure which abilities are exclusive with one another. I've only played through twice and never really spent any time testing how things interacted, so if you could give me a list, I'd appreciate it.

The check for <75 is to see if the Spell Shield bonus contributed to the resist. If the dice roll was 80, but you happen to have an extra 5 resist to that school, then you'd resist it, but it wasn't Spell Shield that caused the resist, so it just becomes a normal resist (that doesn't cost you extra mana).

Also, if Missile deflection of 10 isn't a 10% chance to avoid missiles, then what is it?

Modifié par Bibdy, 03 décembre 2009 - 05:08 .


#57
Matthew Young CT

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Exclusive ones I know of are Shield Defense/Shield Wall/Shield Cover, and of course the 3 weapon spells. Oh and Shale's abilities are of course exclusive.

Hm looks like you're right on spell shield. Strange way of implementing it.
However the tool tip still seems odd. A quick example of how I understand Spell Shield to be operating, feel free to correct if I've messed up :P

You have 10% spell resistance from item.
You cast Spell Shield. Total SR = 85.
Critter casts arcane bolt at you.
Game makes random number 0-100.
If randnum < 75, spell goes POOF and you lose 10+arcaneboltcost mana
If randnum == 75-85, spell goes POOF and lose no mana (item resisted it)
If randnum > 85 you get whacked

Given this I don't understand why you say "all" spell resistances are increased (there's just one, it's not elem resistance..?), or that the "remaining" damage is absorbed as mana. It's a binary thing: spell is resisted and you lose 10+spellcost mana, or it isn't and you get whacked.

Missile deflection is the same as defense I think, just applying to missiles only (dur). Normally MD = defense, you can see it on the defense tooltip. Then you can increase it with MD only items & abilities. I guess they split them to make anti-archer only stuff. Anyway my rogue has ~130 MD (and defense), so they definitely aren't %s :)

Modifié par Matthew Young CT, 03 décembre 2009 - 06:38 .


#58
BlackVader

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Is there a cap to spell resistance? I could see a dual-wielding dwarf go up to 90+ spell resistance quite easily. In fact, Runes + The Spell Ward + racial ability will already grant you up to 90%...



@Bidby: Any chance you'll include DLC-abilities (Shale and the bonus abilites from Watcher's ... erm ... Warden's Keep) anytime soon?

#59
BlackVader

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Edit: Double post (God I hate these forums -.-)

Modifié par BlackVader, 03 décembre 2009 - 06:44 .


#60
Matthew Young CT

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ETA might be wrong nm

Modifié par Matthew Young CT, 03 décembre 2009 - 06:46 .


#61
Bibdy

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Matthew Young CT wrote...

Exclusive ones I know of are Shield Defense/Shield Wall/Shield Cover, and of course the 3 weapon spells. Oh and Shale's abilities are of course exclusive.

Hm looks like you're right on spell shield. Strange way of implementing it.
However the tool tip still seems odd. A quick example of how I understand Spell Shield to be operating, feel free to correct if I've messed up :P

You have 10% spell resistance from item.
You cast Spell Shield. Total SR = 85.
Critter casts arcane bolt at you.
Game makes random number 0-100.
If randnum < 75, spell goes POOF and you lose 10+arcaneboltcost mana
If randnum == 75-85, spell goes POOF and lose no mana (item resisted it)
If randnum > 85 you get whacked

Given this I don't understand why you say "all" spell resistances are increased (there's just one, it's not elem resistance..?), or that the "remaining" damage is absorbed as mana. It's a binary thing: spell is resisted and you lose 10+spellcost mana, or it isn't and you get whacked.

Missile deflection is the same as defense I think, just applying to missiles only (dur). Normally MD = defense, you can see it on the defense tooltip. Then you can increase it with MD only items & abilities. I guess they split them to make anti-archer only stuff. Anyway my rogue has ~130 MD (and defense), so they definitely aren't %s :)


I'm pretty sure its coded to increase elemental resistances as well, since not all effects are binary. Or does Spell Shield treat everything as binary? From my understanding, you can't outright resist the impact of fireball (except the knockdown with a physical resist check), but spell shield allows you to take 75% less damage, but costs you mana if it contributes? Anyway, I'll triple-check it when I get home tonight.

I guess that makes sense about missile defense, but is it explicitly stated anywhere? Is there a stat on the character sheet for Missile Defense, or do you just have to kind of guess what it is? I don't want things to be too vague. I want the information to be useful enough that I could have understood how things work (and mentally gauged the worth of various talents against each other) with a combination of reading the manual, and reading these tooltips. I don't recall anything in the manual about missile defense, nor anything on the character sheet about it.

Its still technically a %, though, since 5 defense equates to 5% less chance of being hit ;)

#62
Bibdy

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BlackVader wrote...

Is there a cap to spell resistance? I could see a dual-wielding dwarf go up to 90+ spell resistance quite easily. In fact, Runes + The Spell Ward + racial ability will already grant you up to 90%...

@Bidby: Any chance you'll include DLC-abilities (Shale and the bonus abilites from Watcher's ... erm ... Warden's Keep) anytime soon?


I would expect the cap to be 100% , though they might be pulling a Diablo 2 and reducing effective resistances depending on your difficulty level.

Yup, that's on my to-do list. I'll have to jump into another talktable file, since the Warden's Keep stuff isn't in the core talktable, which means I have to wade through a sea of strings for the right string, figure out the structure references for each ability and catalogue everything before I can start messing with the strings themselves. Shouldn't be as difficult as the Core file, with 69,000 fricking entries (I am REALLY not looking forward to going through that again to find Dread Howl...), but its quite a chore nevertheless. But, hey, it was a short DLC, so the file should be pretty small with any luck.

I'll be working on potions and poultices tonight after fixing some more stuff. Should have another version out tonight or tomorrow for that, and then I'll get to work on Shale and the DLC stuff.

#63
TweakPWN

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Matthew Young CT wrote...
Blood Magic: Say spells cost 80% normal.
Incidentally if you fix the "improves blood magic" thing, it changes it to 60%. Pretty sure these (blood ring & avernus robes) don't stack either, there's only one ability there and it sets it to 0.6 instead of doing -0.2 or something.


Blood Ring and Robe of Avernus don't stack, just tested it on my mage.

#64
Matthew Young CT

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Bibdy wrote...
I'm pretty sure its coded to increase elemental resistances as well, since not all effects are binary. Or does Spell Shield treat everything as binary? From my understanding, you can't outright resist the impact of fireball (except the knockdown with a physical resist check), but spell shield allows you to take 75% less damage, but costs you mana if it contributes? Anyway, I'll triple-check it when I get home tonight.

99.99% sure it's as the comment is, // Spell resistance is 'ignore hostile magic'. I've seen a "resisted" floaty on my head when mages cast lightning and stuff on me, and nothing happens to me. And of course you see it on critters too. Your arcane bolt just vanishes and does nothing :(

I guess that makes sense about missile defense, but is it explicitly stated anywhere?

Yep, hover over defense. You can see it increases when you put on items with "Chance to avoid missile attacks". I just checked for Spellward, and it gives +6 Missile Deflection.

Its still technically a %, though, since 5 defense equates to 5% less chance of being hit ;)

Not in extreme cases, and we must be fully accurate here :)
There's also displacement (evasion [the animation firing looks to be handled the same as spell shield incidentally], probably the +dodge stuff like on spellward). Since this is true dodging, and it's a separate calculation, I think they should be described differently. Evasion doesn't give 20 defense, for example!
Oh and it looks like displacement lets you dodge mage staffs too, so definitely different!

Blood Ring and Robe of Avernus don't stack, just tested it on my mage.

Thanks that's certainly what the code looking like. Always good to have confirmation tho :) One of those items is pretty nice though...-25% spell cost (once you remember it's already at 80% of original). Not bad.

Modifié par Matthew Young CT, 03 décembre 2009 - 08:16 .


#65
Yaladwen

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This is very helpful and makes playing through / making choices for abilities MUCH more enjoyable. Thank you for the effort!

#66
nicodeemus327

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I haven't played with the mod yet but are you just displaying the math in the description or actually calculating the values?

Modifié par nicodeemus327, 03 décembre 2009 - 08:30 .


#67
Bibdy

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Just hard-coding in the math into the tooltip. If they tweak things here and there, the tooltips won't reflect the change.

I have seen some instances of variables being used in tooltips, but that's a bit beyond my understanding of interaction between the talktables and the 2DAs at the moment. Potential idea for the future, though.

Modifié par Bibdy, 03 décembre 2009 - 08:36 .


#68
Matthew Young CT

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It's just display. Copied from the scripts.



Displaying it dynamically would be...a rather large project. And it doesn't matter for anyone who did their multiplication tables as a kid :D

#69
nicodeemus327

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That's cool. I'll probably download it anyway. I may be too lazy to do all the math but I'll get an idea how things scale.

#70
Bibdy

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1.4 is up, complete with potion and trap tooltips!



Would anyone be so kind as to figure out how in the heck poisons work? Right now, all I have to go on are some comments in the effect_enchantment_h file, which state

const int ENCHANTMENT_FIRE_COATING                   = 3003; // 2 fire damage per power
const int ENCHANTMENT_COLD_COATING                   = 3004; // 2 cold damage per power
const int ENCHANTMENT_LIGHTNING_COATING              = 3005; // 2 electricity damage per power
const int ENCHANTMENT_NATURE_COATING                 = 3006; // 2 nature damage per power
const int ENCHANTMENT_SPIRIT_COATING                 = 3007; // 2 spirit damage per power
const int ENCHANTMENT_VENOM                          = 3008; // 1 nature damage per power, 0.1 slow per power for 5s (unresistable)
const int ENCHANTMENT_DEATHROOT_EXTRACT              = 3009; // 1 nature damage per power, 2s stun per power (resistable)
const int ENCHANTMENT_CROW_POISON                    = 3010; // 2 nature damage per power, 0.1 slow per power for 5s (unresistable), 2s stun per power (resistable)
const int ENCHANTMENT_SOLDIERS_BANE                  = 3011; // 5 stamina damage per power (non-mages only)
const int ENCHANTMENT_MAGEBANE                       = 3012; // 5 mana damage per power (mages only)
const int ENCHANTMENT_DEMONIC_POISON                 = 3013; // 5 spirit damage per power
const int ENCHANTMENT_QUIET_DEATH                    = 3014; // 10 nature damage per power, instant kill creatures 20% or less max health


Which isn't very clear. I have a hunch that power means ([Character level/5]+1), but beyond that, I haven't a clue where the numbers come from, or if they're even still accurate.

#71
KalosCast

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I actually started doing something like this, but gave up after realizing the sheer amount of values I'd have to copy around. You have my thanks, good sir.

#72
Bibdy

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I may have already run into a snag with modifying the tooltips for Shale and the Warden's Keep blood abilities. I can edit the talktable no problem, I just have no idea how the abilities function since I don't know how to load in the scripts. Does anyone know how to load in the .erf files, or are they basically compiled files that I won't be able to browse through?

#73
entoron

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do the descriptions change with difficulty as debuff length (and perhaps other stuff) differs with difficulty setting?

#74
Bibdy

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entoron wrote...

do the descriptions change with difficulty as debuff length (and perhaps other stuff) differs with difficulty setting?


No, the values are hard-coded in. You'll have to make the adjustments in your head.

#75
Matthew Young CT

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well in item_singletarget it has cases like

        case ABILITY_ITEM_DEATHROOT_EXTRACT:
        {
            eEffect = EffectEnchantment(ENCHANTMENT_DEATHROOT_EXTRACT, 1);
            ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, DEATHROOT_EXTRACT_DURATION, stEvent.oCaster, stEvent.nAbility);

            break;
        }

vs

        case ABILITY_ITEM_CONCENTRATED_DEATHROOT_EXTRACT:
        {
            eEffect = EffectEnchantment(ENCHANTMENT_DEATHROOT_EXTRACT, 2);
            ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, CONCENTRATED_DEATHROOT_EXTRACT_DURATION, stEvent.oCaster, stEvent.nAbility);

            break;
        }

or even

        case ABILITY_ITEM_FLESHROT:
        {
            eEffect = EffectEnchantment(ENCHANTMENT_DEATHROOT_EXTRACT, 3);
            ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, FLESHROT_DURATION, stEvent.oCaster, stEvent.nAbility);

            break;
        }

so they only difference between them all is the second variable passed to EffectEnchantment (which i cant find..). well and the durations but that seems to be in one of the const files, so it looks like that second variable is the mysterious power.
however something like quiet death has a 10 there, and the comment says its 10 dmg per power...100 nature dmg per hit enchantment? sounds crazy. maybe we need to test :P

or im totally wrong, my c is very lacking :P

ETA: To be clear, can someone please test Quiet Death for us? How much damage does it do?

Modifié par Matthew Young CT, 04 décembre 2009 - 11:08 .