I still have no good idea if it's possible to add that without func editing (it's added as calc5 in D2R). Tried to do it via abusing auras, passives etc., but it doesn't work - both aura = 1 or passive = 1 make executing an attack impossible, and without that the server ignores the aura/passive settings completely for this skill's func (i.e. funcs 4 & 8). Func 8 is required to split the projectile, so I honestly see no way to inject this change. Any ideas, guys?
Note that adding +%AR is trivial, setting %damage (no calc) is trivial, and adding +damage (flat) via a trick with 1-1 base damage and (-1+val)*100 syn calc is possible also... it's only +%base damage I'm missing :/
+%base damage on Multiple Shot in 1.14d
Moderator: Skill Clinician
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- Champion of the Light
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- Joined: Fri Dec 01, 2017 2:08 am
Re: +%base damage on Multiple Shot in 1.14d
I'm guessing by +%base damage, you mean damagepercent, or the same percentage damage bonus as is given by skills like Might or Zeal. Also, I'm guessing you think +%AR is trivial because you can add it into the tohit columns, but do note that this AR bonus does absolutely nothing and only pretends to increase the AR (in fact, every bow/crossbow skill in vanilla that pretends to give +AR% actually does not give any at all).
My personal way of dealing with this issue is to apply a state via missiles. Basically what I'd do is:
Give Multiple Shot: srvmissile=bonus
Create a new missile: bonus
Make it so the bonus missile has the [shout] settings (see: viewtopic.php?t=67114) which allow you to apply a state over the duration by a missile, is destroyed on collision (collidekill=1) and is only capable of hitting players (collidetype=1)
Set up an aurastate for the skill which gives the aurastats that you want, probably +AR% and +dmg%; usually I make the duration of the state, auralencalc, as long as the duration of the missile.
This behavior isn't perfect, it can end up temporarily giving the bonus to other skills, but it's a fairly negligible effect (a Jab getting +100% dmg and +100% AR or whatever for a few hits, if even, if used immediately after Multiple Shot isn't a big deal).
Note that some skills, like Strafe, will require more complex solutions since iirc adding in a srvmissile will break the sequence. If you are curious about that too or need further clarification, just ask.
My personal way of dealing with this issue is to apply a state via missiles. Basically what I'd do is:
Give Multiple Shot: srvmissile=bonus
Create a new missile: bonus
Make it so the bonus missile has the [shout] settings (see: viewtopic.php?t=67114) which allow you to apply a state over the duration by a missile, is destroyed on collision (collidekill=1) and is only capable of hitting players (collidetype=1)
Set up an aurastate for the skill which gives the aurastats that you want, probably +AR% and +dmg%; usually I make the duration of the state, auralencalc, as long as the duration of the missile.
This behavior isn't perfect, it can end up temporarily giving the bonus to other skills, but it's a fairly negligible effect (a Jab getting +100% dmg and +100% AR or whatever for a few hits, if even, if used immediately after Multiple Shot isn't a big deal).
Note that some skills, like Strafe, will require more complex solutions since iirc adding in a srvmissile will break the sequence. If you are curious about that too or need further clarification, just ask.
Re: +%base damage on Multiple Shot in 1.14d
exactly.
technically true, yeah. I meant it's trivial to at least add the value for the cases where it worksAlso, I'm guessing you think +%AR is trivial because you can add it into the tohit columns, but do note that this AR bonus does absolutely nothing and only pretends to increase the AR (in fact, every bow/crossbow skill in vanilla that pretends to give +AR% actually does not give any at all).
To clarify: which parts of Shout are explicitly needed to apply a state over the duration? pSrvHitFunc = 18 (would seem so, it matches the other war cries etc.)?Make it so the bonus missile has the [shout] settings (see: viewtopic.php?t=67114)
Shouldn't that be CollideType=3 instead?and is only capable of hitting players (collidetype=1)
Ah, so then I could finally apply the aura with the stat mod, great! I knew I was missing something obvious here w.r.t. aura stats.Set up an aurastate for the skill which gives the aurastats that you want, probably +AR% and +dmg%; usually I make the duration of the state, auralencalc, as long as the duration of the missile.
Yeah, I recon. TBH if there would be a less hacky way to do it, I guess we'd both be aware of it by nowThis behavior isn't perfect, it can end up temporarily giving the bonus to other skills, but it's a fairly negligible effect (a Jab getting +100% dmg and +100% AR or whatever for a few hits, if even, if used immediately after Multiple Shot isn't a big deal).
BTW, a side question: Cypress (or anyone else), you aware of any kind of effect that would give "always hits" (100% hit chance) for a non-missile attack (Impale, to be precise - equivalent to `alwaysh1ts` column in D2R) I mean I can obviously just ramp the AR to some insane value, but that would still be only 95% hit chance at best, right?
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- Champion of the Light
- Posts: 448
- Joined: Fri Dec 01, 2017 2:08 am
Re: +%base damage on Multiple Shot in 1.14d
Shoot, my method doesn't work as well as I thought it did. The problem is that the multipleshotarrow is released before the buff, so the arrows only inherit your pre-buff stats, meaning the first shots will not gain the bonus, although the next shots will.
These are the rows I used.
Skills.txt:
Missiles.txt:
Although thinking about it, you can probably just change Multiple Shot's srvstfunc from 4 to 28, which allows you to cast an aurastate with the srvstfunc. Since this is applied at the srvstfunc, it will apply before the first missiles are released, and so all missiles will gain the bonus stats.
EDIT:
And as for guaranteeing hits, the only way is to use radial weapon damage (weapon damage that is dealt in an area of effect), with missiles or with Smite. Melee attacks are incapable of always hitting, they'll be stuck at 95% unless you do code editing.
These are the rows I used.
Skills.txt:
Code: Select all
Multiple Shot 12 ama multiple shot 4 8 bonus 1 multipleshotarrow multipleshotbolt resistmagic 50 damagepercent 99999 item_tohit_percent 99999 11 17 multipleshotarrow multipleshotbolt 1 7 rng miss A1 A1 xx 1 6 20 Magic Arrow 1 1 1 8 4 1 1 "min(24,ln12)" # missiles par3 activation frame 2 triggered 2 number of arrows to fire 1 additional arrows per level 1 Acivation frame of arrows. 1 8 96 384 3000
Code: Select all
bonus 685 1 1 18 5 5 5 192 192 192 0 0 0 null 1024 1 16 1 1 1 1 1 1 0
EDIT:
And as for guaranteeing hits, the only way is to use radial weapon damage (weapon damage that is dealt in an area of effect), with missiles or with Smite. Melee attacks are incapable of always hitting, they'll be stuck at 95% unless you do code editing.
Re: +%base damage on Multiple Shot in 1.14d
Yeah, that did the trick. I gave it 50 frames duration, IMO should be long enough to affect everything hit by the arrows and not affect other attacks if someone does a skill/eq swap. Thanks, mate!
Yeah, thought so. I'll stay with +10000% AR bonus for now, should be good enough for most folksAnd as for guaranteeing hits, the only way is to use radial weapon damage (weapon damage that is dealt in an area of effect), with missiles or with Smite. Melee attacks are incapable of always hitting, they'll be stuck at 95% unless you do code editing.