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Joined: Aug 2017
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Making a skill for the ranger class, but setting the damage type to magic results in the skill never actually doing damage. I'm presuming this is because the bow requirement mean it's reading stats from the bow? The damage type can be anything (fire, chaos etc.) and it still works, so why not magic?

On closer inspection the tool-tip states where you put the [1] entry for damage as "10-11 magic armour" instead of "10-11 fire damage" or whatever else you use. So I think the editor is incorrectly trying to deal magic 'armour' instead of 'damage' on bow skills?

Screenshot: https://imgur.com/a/xKI9h and code for the skill:

Code
    <stat_object index="6" is_substat="false">
      <fields>
        <field name="Name" type="NameStatObjectFieldDefinition" value="SpiritArrow" />
        <field name="SkillType" type="StringStatObjectFieldDefinition" value="Projectile" />
        <field name="ForGameMaster" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="YesNo" />
        <field name="Ability" type="EnumerationStatObjectFieldDefinition" value="2" enumeration_type_name="SkillAbility" />
        <field name="Tier" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="SkillTier" />
        <field name="Requirement" type="EnumerationStatObjectFieldDefinition" value="2" enumeration_type_name="SkillRequirement" />
        <field name="ActionPoints" type="IntegerStatObjectFieldDefinition" value="0" />
        <field name="Cooldown" type="IntegerStatObjectFieldDefinition" value="0" />
        <field name="Damage Multiplier" type="IntegerStatObjectFieldDefinition" value="90" />
        <field name="DamageType" type="EnumerationStatObjectFieldDefinition" value="4" enumeration_type_name="Damage Type" />
        <field name="TargetRadius" type="IntegerStatObjectFieldDefinition" value="13" />
        <field name="AreaRadius" type="IntegerStatObjectFieldDefinition" value="30" />
        <field name="DeathType" type="EnumerationStatObjectFieldDefinition" value="3" enumeration_type_name="Death Type" />
        <field name="ExplodeRadius" type="IntegerStatObjectFieldDefinition" value="0" />
        <field name="CanTargetCharacters" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="YesNo" />
        <field name="CanTargetItems" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="YesNo" />
        <field name="CanTargetTerrain" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="YesNo" />
        <field name="ForceTarget" type="EnumerationStatObjectFieldDefinition" value="0" enumeration_type_name="YesNo" />
        <field name="TargetConditions" type="StringStatObjectFieldDefinition" value="NonSelf" />
        <field name="ForkingConditions" type="StringStatObjectFieldDefinition" value="Enemy;!Dead;!Tagged:BLOCK_FORK" />
        <field name="UseCharacterStats" type="EnumerationStatObjectFieldDefinition" value="0" enumeration_type_name="YesNo" />
        <field name="UseWeaponDamage" type="EnumerationStatObjectFieldDefinition" value="0" enumeration_type_name="YesNo" />
        <field name="UseWeaponProperties" type="EnumerationStatObjectFieldDefinition" value="0" enumeration_type_name="YesNo" />
        <field name="ProjectileCount" type="IntegerStatObjectFieldDefinition" value="1" />
        <field name="ProjectileDelay" type="IntegerStatObjectFieldDefinition" value="0" />
        <field name="Template" type="StringStatObjectFieldDefinition" value="cd16cdc6-16ca-42ea-960e-d6ee53c0e7cc" />
        <field name="ChanceToPierce" type="IntegerStatObjectFieldDefinition" value="100" />
        <field name="MaxPierceCount" type="IntegerStatObjectFieldDefinition" value="10" />
        <field name="Icon" type="StringStatObjectFieldDefinition" value="unknown" />
        <field name="DisplayName" type="TranslatedStringStatObjectFieldDefinition" value="Spirit Arrow" />
        <field name="Description" type="TranslatedStringStatObjectFieldDefinition" value="Fire a magic arrow that will pierce enemies that it passes through, dealing [1]." />
        <field name="StatsDescriptionParams" type="StringStatObjectFieldDefinition" value="Damage" />
        <field name="PrepareAnimationInit" type="StringStatObjectFieldDefinition" value="skill_prepare_weapon_01_start" />
        <field name="PrepareAnimationLoop" type="StringStatObjectFieldDefinition" value="skill_prepare_weapon_01_loop" />
        <field name="PrepareEffect" type="StringStatObjectFieldDefinition" value="RS3_FX_GP_Projectile_Arrow_Custom_A:Dummy_ArrowFX;RS3_FX_Skills_SpiritArrow:Dummy_ArrowFX" />
        <field name="CastAnimation" type="StringStatObjectFieldDefinition" value="skill_attack_precision_01_cast" />
        <field name="CastTextEvent" type="StringStatObjectFieldDefinition" value="cast" />
        <field name="MemorizationRequirements" type="StringStatObjectFieldDefinition" value="RangerLore 1" />
        <field name="Memory Cost" type="IntegerStatObjectFieldDefinition" value="1" />
        <field name="Magic Cost" type="IntegerStatObjectFieldDefinition" value="0" />
        <field name="ProjectileTerrainOffset" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="YesNo" />
        <field name="OverrideMinAP" type="EnumerationStatObjectFieldDefinition" value="0" enumeration_type_name="YesNo" />
        <field name="Damage Range" type="IntegerStatObjectFieldDefinition" value="10" />
        <field name="CastEffect" type="StringStatObjectFieldDefinition" value="RS3_FX_GP_Projectile_Arrow_Custom_A:Dummy_ArrowFX" />
        <field name="ProjectileType" type="EnumerationStatObjectFieldDefinition" value="1" enumeration_type_name="ProjectileType" />
      </fields>
    </stat_object>

Joined: Jul 2014
Location: East Coast
journeyman
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journeyman
Joined: Jul 2014
Location: East Coast
Magic isn't a damage type implemented into the game. The only ones that work are

['PHYSICAL']: 1,
['PIERCING']: 2,
['FIRE']: 6,
['AIR']: 7,
['WATER']: 8,
['EARTH']: 9,
['POISON']: 10,


Joined: Oct 2017
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stranger
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Originally Posted by Sinistralis
Magic isn't a damage type implemented into the game. The only ones that work are

['PHYSICAL']: 1,
['PIERCING']: 2,
['FIRE']: 6,
['AIR']: 7,
['WATER']: 8,
['EARTH']: 9,
['POISON']: 10,


Nope.

"Magic" is indeed a damage type implemented in the game, and the OP is correct in that it only affects magic armor, not vitality. It is equivalent to Acid, or "Corrosive" damage, that only affects physical armor.

Ironically, the only skills that deal "magic" damage right now are Gag Order, Chlorofoam, and Flay Skin (assuming you don't count the Suffocating from Vacuum Touch / Aura).

Joined: Jul 2014
Location: East Coast
journeyman
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Joined: Jul 2014
Location: East Coast
Wait, those actually work?

Awesome. Good to know.

Any information on what SHADOW and CHAOS do, if anything?

Joined: Apr 2013
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addict
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I think CHAOS is used for damage that is meant to be irresistable; I've only seen it used in a plot device skill and a GM skill so far. Chaos is also the only damage type that has no resistance attribute. Shadow was a D:OS 1 thing that was not removed in 2.

Full list of damage types:
1 "Physical"
2 "Piercing"
3 "Corrosive"
4 "Magic"
5 "Chaos"
6 "Fire"
7 "Air"
8 "Water"
9 "Earth"
10 "Poison"
11 "Shadow"

and resistances:
22 "FireResistance"
23 "EarthResistance"
24 "WaterResistance"
25 "AirResistance"
26 "PoisonResistance"
27 "PiercingResistance"
28 "PhysicalResistance"
29 "CorrosiveResistance"
30 "MagicResistance"
31 "ShadowResistance"

Last edited by Norbyte; 04/11/17 10:46 AM.
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Ah, so is the problem that when damagetype is set to magic it only hits magic armour? Hmm. Could of sworn when I tested this hitting an opponent with magic armour still resulted in no damage. I'l have to re-test.


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