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
'Proc' trigger action
12 Aug 2019, 17:35 PM
#1

Posts: 80
12 Aug 2019, 19:28 PM
#2


Posts: 317
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

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


Posts: 317
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

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


Posts: 317
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

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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