How to properly add clawsofthundernova to the dragon claw?

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Razi198
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How to properly add clawsofthundernova to the dragon claw?

Post by Razi198 » Tue Jun 13, 2023 1:03 pm

How to properly add clawsofthundernova to the dragon claw?
I added clawsofthundernova to dragon claw in the skills.txt, but the skill hits all the monsters on the screen. The skill hits much further than clawsofthundernova's animation. How to fix it?
I changed this in skills.txt in the dragon claw line (Id: 260):
srvdofunc(column:F): 36
srvmissilea(column:R): clawsofthundernova
cltdofunc(column:CO): 10
cltmissilea(column:CT): clawsofthundernova

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Cypress
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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Cypress » Tue Jun 13, 2023 10:48 pm

Nice find Razi198! With a little bit of experimenting, it seems that's due to a hidden calc for srvdofunc=36, which increases the speed of missiles. Namely, calc1 acts as a velocity adder to the missile. If you set calc1=0, you'll notice that your cltside and srvside will become synchronized. This does mean you won't get any +dmg%, but that doesn't matter since, with the way your skill is set up, you aren't dealing attacks/hits anyways.

Razi198
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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Razi198 » Wed Jun 14, 2023 5:32 pm

Cypress wrote:
Tue Jun 13, 2023 10:48 pm
If you set calc1=0, you'll notice that your cltside and srvside will become synchronized. This does mean you won't get any +dmg%, but that doesn't matter since, with the way your skill is set up, you aren't dealing attacks/hits anyways.
Thanks for help. Is it possible to create such skill: dragon claw that deals physical damage together with clawsofthundernova missile that deals lightning damage? Because now, as you noticed, the skill only deals damage with the clawsofthundernova.

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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Cypress » Sat Jun 17, 2023 11:24 am

Unfortunately Razi198, it's not so easy. I messed around with it for a bit and all of my fixes were kind of broken. If you use a srvmissilea (which requires a srvdofunc), then you won't be able to deal attacks since attacks (which also require a srvdofunc), so they are mutually exclusive events. And if you use srvmissile (which doesn't require a srvdofunc), then it breaks the attack sequence, and you will only deal one attack instead of two.

The best fix I can think of would require you to cast a spell which periodically releases novas while using Dragon Claw. If you are interested, I could post an attempt at that.

Razi198
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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Razi198 » Sun Jun 18, 2023 11:22 pm

Cypress wrote:
Sat Jun 17, 2023 11:24 am
if you use srvmissile (which doesn't require a srvdofunc), then it breaks the attack sequence, and you will only deal one attack instead of two.
The best fix I can think of would require you to cast a spell which periodically releases novas while using Dragon Claw. If you are interested, I could post an attempt at that.
It would be nice. I am interested.

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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Cypress » Tue Jun 20, 2023 11:20 pm

Skills.txt, new row:

Code: Select all

Extra Nova	400		delerium change	28	48					clc2							extranova-start					shiverarmor		10000																																																																			8	6					extranova-start				clc2	sparkle delay	1	sparkle radius	1	sparkle height			1	0		rng												SC	A1	SC	23	12																								18	20					Blade Sentinel	Wake of Fire Sentry							1	1				0	0	0	0	0	1			1	1								10	bonus "attack" delay			(stat('action'.accr)==1)?(0):(100)	conditional	0	"Don't Use, missile range mod"	0	"Don't Use, missile range mod"	6	Min Mana to start casting	5	Frame delay between blades									1								8	128													pst4*skill('physb'.ast3)/100+skill('physb'.ast4)	phys																			5		640	8000
Skills.txt, replace Dragon Claw:

Code: Select all

Dragon Claw	260	ass	dragon claw	32	46												null					anim			25	action	1																										ln12 + skill('Claw Mastery'.blvl)*par8																								assassin_kick_1																								clc3	attack rate bonus							1	0		h2h	3	h2h					h2h					SQ	A1	xx	16			1		1	1								1		1	1			1	1				6	20					Dragon Talon								1						1	8	2	0	1					1					pst3*skill('physb'.ast5)/100	damage%		drain damage		attack rate bonus		elem conversion%	50	% Damage bonus	5	% damage per level											4	damage synergy	1	40	25						8	128														phys																			4		384	3000
Itemstatcost.txt, new row:

Code: Select all

action	385		1	15													1024																																			0
Missiles.txt, new rows:

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extranova-start	708	50		28					0	damage freq (0 = look at skill)	0	radius (0 = look at skill)	0	start frame	2	end frame	30	lob			0	damage freq (0 = look at skill)	1	radius (0 = look at skill)	0	start frame	2	end frame	30	lob																											2				0	0	0	0	0	1	null	1024	30	16					8																	1																																																								1								extranova-hit							extranova-hit							0
extranova-hit	62	1	4	1	5																												1	64/missiles to release							1	64/missiles to release															1				0	0	0	0	0	1	null	1024	5	16					8																	1											1																																													1											clawsofthundernova							clawsofthundernova				0
Extra Nova icon/description looks like the Delerium skill in game, cast it and you will get a Shiver Armor looking buff. When you attack with Dragon Claw while Extra Nova is active, you will gain +1 action stat, which will make the Extra Nova start its functionality and release novas. I think it works really well, although graphically the nova sometimes collapses on itself, which looks a bit weird.

It is fun to note that this system is probably (haven't tried it myself) powerful enough to mostly softcode/simulate charge-ups, allowing you to do things like gain charge-ups periodically, release charge-ups with a specific skill and/or event, and have D2R-style stats which allow for a chance to keep charges.

You can also find an explanation here: viewtopic.php?f=4&t=67397, which describes most of what I did. The only real difference was that I had to hybridize Dragon Claw with Bash so that it could support aurastates while attacking.

Razi198
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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Razi198 » Wed Jun 21, 2023 12:37 pm

Cypress wrote:
Tue Jun 20, 2023 11:20 pm
It is fun to note that this system is probably (haven't tried it myself) powerful enough to mostly softcode/simulate charge-ups, allowing you to do things like gain charge-ups periodically, release charge-ups with a specific skill and/or event, and have D2R-style stats which allow for a chance to keep charges.
I've been looking for this for a long time: especially:
1) gain charge-ups periodically
2) have D2R-style stats which allow for a chance to keep charges. If you can do it, then it will be great. Can you try to do it? Because now charge-ups skills are not useful to use at all.

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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Cypress » Sun Jun 25, 2023 12:51 pm

Hi Razi198, I figured out how to do charge-ups periodically. It's actually very easy. Charge-ups work even when used by some other skills. So you can for example give Claws of Thunder srvdofunc=65, periodic=1, perdelay=1. And also set aurastatcalc1=min(stat('progressive_lightning'.accr)+1,3) so that the charges build up. Or if you just want to have maxed charges all the time, set it to a value of 3. It's a lot of fun to play around with. I made a section in my skill guide (viewtopic.php?t=66934) describing the different functions that can build-up/set charge-ups under [CHARGE-UPS]. You can also cast to build charge-ups, like with the Frozen Armor function, allowing you to build charges without needing monsters.

Here's an example skill (might have a few weird settings on it since I was experimenting a lot):

Code: Select all

Claws of Thunder	269	ass	claws of thunder		65	1		36	37			par1	4				null	clawsofthundernova	clawsofthunderbolt			progressive_lightning		2000	25	progressive_lightning	3	progressive_tohit	par4	fireresist	22																				skill('Royal Strike'.blvl)*skill('Claws of Thunder'.par8)		skill('Royal Strike'.blvl)*skill('Claws of Thunder'.par8)				(skill('Royal Strike'.blvl)) * par8																																					10	11			clawsofthundernova	clawsofthunderbolt										1	0		rng	3	h2h										SC	A1	xx	16			1			1								1		1	1			1	1				18	20					Fists of Fire								1						1	8	0	0	1		1	1	1	1		1											4	skip			375	duration	50	tohit bonus for each charge-up							8	damage synergy	1	15	7						8	128														ltng	1	0	0	0	0	0	80	20	40	60	80	100	pst5*skill('ltngb'.ast1)/100+skill('ltngb'.ast2)						4		640	16000
Note that this example is very powerful since it is updating per frame, and thus builds 8.33 charges per second.

As for my previous idea on charge-ups, it probably isn't actually any good since it (if it even works, I don't have it working yet) is only capable of releasing missile functions, while proper charge-ups can release all sorts of skill and missile functions.

And although you probably can't make a "chance to keep charges" with an aura charge-up, you could add in a stat that increases the rate of charge build-up, or which gives a random chance to max out charges every second. Or if you are using a cast-to-build-charges, then you could have a stat which gives a chance to give maxed out charges with a single cast.

Razi198
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Re: How to properly add clawsofthundernova to the dragon claw?

Post by Razi198 » Tue Jun 27, 2023 12:07 pm

Awesome, didn't believe it could be done with Skills.txt. Maybe we can change finishing moves to make them like charge-up skills. Or we can change charge-up skills to make them work like Feral Rage or Maul, as I wanted in this topic: viewtopic.php?f=122&t=66334. Need to try.
Cypress wrote:
Sun Jun 25, 2023 12:51 pm
So you can for example give Claws of Thunder srvdofunc=65, periodic=1, perdelay=1. And also set aurastatcalc1=min(stat('progressive_lightning'.accr)+1,3) so that the charges build up. Or if you just want to have maxed charges all the time, set it to a value of 3.
This build up 3 charge-ups in 1 hit. And changing Claws of Thunder to srvdofunc=35, periodic=1, perdelay=10, aurastatcalc1=3, works like an auto-hit. It's very interesting what else we can do.

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