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Custom Items: Critical Effects Not Working


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Greetings,

 

This involves an odd problem me and a few others have been trying to understand the past week or so. Basically, when adding critical effects to custom weapons, some of them do not seem to trigger, no matter how high you make it. The critical effects I've noticed this on are Freeze and Stun (and possibly Knockdown). They are added properly to the character abilities screen when the weapon is drawn - say, it might read Freeze Chance: 20% - but you never see the critical effect actually trigger in combat. Like I said, this has been tested with incredibly high values (100% and above), as well as via altering the basic skills files to give Geralt a natural high chance for the critical effect, even without weapons; but nothing seems to happen. Most critical effects work, such as Burn and Poison. Also, the effect works as intended on vanilla items with these effects present (the Negotiator silver sword is a good example - the Freeze effect triggers quite frequently in every fight). Even if copying the formula exactly from these vanilla items to a custom item, it does not work.

 

What could be the reason for this, and what could a possible work around entail?

 

Thanks in advance,

 

Kindo

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Are you talking about a completely custom weapon entry created from scratch, or something like a critical effect transfer to another weapon?

Altered weapons that already have an entry in the game. I expect making a weapon from scratch might make this process even more problematic.

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Altered weapons that already have an entry in the game. I expect making a weapon from scratch might make this process even more problematic.

 

Well, I just finished testing both a fully custom entry from scratch, and an effect transfer, and both worked.

 

I did so by modifying both the "def_item_swordsteel.xml", and "def_stats_item_swordsteel.xml".

 

The transfer was the freeze critical from the Vran sword over to the Zerrikanian Poison Sabre.

 

I copied the freeze critical modifier in the "def_stats_item_swordsteel.xml" (this line: <crt_freeze display_perc="true" mult="false" always_random="false" min="0.2" max="0.2" type="critical"/>) and pasted it just above the similar poison critical modifier on the Zerrikanian in the same file.

 

Afterwards, I added "crt_freeze" in the "tags" section of the "def_item_swordsteel.xml" for the Zerrikanian, and when I tested it, it worked fine.

 

If you've done these things, and it didn't work for you then I have no idea what the problem could be, but I'll try to help to the best of my ability if you still cannot get it to work.

 

I also tried adding the other effects to my custom entry, it had bleed, freeze, incinerate, poison, stun and knockdown, and they can all work at the same time. I dropped stun from it, since knockdown makes it redundant.

 

I gave it extremely low damage, 100% chance to hit critical effects, changed the appearance to "Deireadh", and called it "Painful Mortality". Now I can watch my enemies die slowly while on their back, frozen, on fire, bleeding out, and heavily poisoned after a 3 damage hit or two. :tongue:

 

Awesome, though, to find out first hand that full custom weapon entries complete with stats are possible, and also quite easy to do :biggrin: Now if I could just find out how to get it to display an inventory icon, and fix the problem where it says "tooltippainfulmortality".

Edited by broken181
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Well, I just finished testing both a fully custom entry from scratch, and an effect transfer, and both worked.

 

I did so by modifying both the "def_item_swordsteel.xml", and "def_stats_item_swordsteel.xml".

 

The transfer was the freeze critical from the Vran sword over to the Zerrikanian Poison Sabre.

 

I copied the freeze critical modifier in the "def_stats_item_swordsteel.xml" (this line: <crt_freeze display_perc="true" mult="false" always_random="false" min="0.2" max="0.2" type="critical"/>) and pasted it just above the similar poison critical modifier on the Zerrikanian in the same file.

 

Afterwards, I added "crt_freeze" in the "tags" section of the "def_item_swordsteel.xml" for the Zerrikanian, and when I tested it, it worked fine.

 

If you've done these things, and it didn't work for you then I have no idea what the problem could be, but I'll try to help to the best of my ability if you still cannot get it to work.

 

I also tried adding the other effects to my custom entry, it had bleed, freeze, incinerate, poison, stun and knockdown, and they can all work at the same time. I dropped stun from it, since knockdown makes it redundant.

 

I gave it extremely low damage, 100% chance to hit critical effects, changed the appearance to "Deireadh", and called it "Painful Mortality". Now I can watch my enemies die slowly while on their back, frozen, on fire, bleeding out, and heavily poisoned after a 3 damage hit or two. :tongue:

 

Awesome, though, to find out first hand that full custom weapon entries complete with stats are possible, and also quite easy to do :biggrin: Now if I could just find out how to get it to display an inventory icon, and fix the problem where it says "tooltippainfulmortality".

Interesting! I have not changed the tags you mention - I assumed they were only left there for reference and for sorting purposes, and never thought they would actually control the critical effect directly. I will give it a try and get back to you. With this in mind, how would you handle critical effects on runes? They don't seem to have tags of the same kind as the weapons, but the problem I describe persists even with these - even a 100% freeze chance rune doesn't make the enchanted weapon freeze the enemy.

 

EDIT: Melitele's tits! It worked! Not in a million years would I have guessed those tags were required to make critical effects work. Thank you so much for pointing this out to me - now I can proceed to finally get all the custom items working as they should.

 

EDIT 2: Would there be any drawback to add every critical effect tag, to every weapon in the game? I mean, if it doesn't carry the actual statistic in the other file, it will still not magically apply the effect, as far as I know. If there's no drawback, I'll simply add all these crt_ tags to all the swords.

Edited by Kindo
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Interesting! I have not changed the tags you mention - I assumed they were only left there for reference and for sorting purposes, and never thought they would actually control the critical effect directly. I will give it a try and get back to you. With this in mind, how would you handle critical effects on runes? They don't seem to have tags of the same kind as the weapons, but the problem I describe persists even with these - even a 100% freeze chance rune doesn't make the enchanted weapon freeze the enemy.

 

EDIT: Melitele's tits! It worked! Not in a million years would I have guessed those tags were required to make critical effects work. Thank you so much for pointing this out to me - now I can proceed to finally get all the custom items working as they should.

 

EDIT 2: Would there be any drawback to add every critical effect tag, to every weapon in the game? I mean, if it doesn't carry the actual statistic in the other file, it will still not magically apply the effect, as far as I know. If there's no drawback, I'll simply add all these crt_ tags to all the swords.

 

Good to see you got it working!

 

I don't think there would be any problem with adding all the tags to all the weapons, seeing as the Zerrikanian had the crt_burn tag on it already, even though it doesn't use that critical. I assume that it was put there to allow the incineration effect of the Fire Rune to activate on it.

 

As for the runes themselves, I haven't tried messing with them yet, but I'll do some testing, and get back to you.

 

EDIT: I just tested a custom knockdown rune on Harvall. The first time, it did nothing, since Harvall didn't have the crt_knockdown tag. It worked after adding the tag. So it is indeed true that the crt_burn tag is on all the socketed weapons, to allow the fire rune to add the incineration critical. This means that there should be no problems adding all the tags to the weapons.

 

It seems to me that other non-critical effects, vitality+ and the like, don't need to use the tags, but I am unsure at the moment. I will have to test this later in the evening though.

Edited by broken181
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Thanks again! This really saved my life.

 

As for the runes - I don't think I need to change those; as long as the weapons themselves have the tags, the rune should simply add to that, and all should be well.

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Thanks again! This really saved my life.

 

As for the runes - I don't think I need to change those; as long as the weapons themselves have the tags, the rune should simply add to that, and all should be well.

 

I'm always happy to help!

 

You are correct, no changes to the existing runes are needed.

 

I will continue testing, so that I can see just what needs to be done, for fully custom runes to work properly. The only things left to test are resistances other non-critical effects, which don't seem to need tags added to the weapon to work.

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