[Need Help] adding buff to existing equip

ive chosen brutality gloves for this just so i can get the feel of howo to add and manipulate stuff. What im trying to do is add faster attack rate to it. although i cant seem to get it working. Can someone just guide me through what needs to be changed/added?

here the original code for brutality gloves...so just put in bold what changes u make and describe the process, thanks.

What im putting in bold is what i wanna know what it does, or what its for.

#################################################################################################################
# Gauntlets of Brutality
#################################################################################################################
ItemBlueprint {
    Name = 'Item_Glove_010',
    DisplayName = '<LOC ITEM_Glove_0000>Gauntlets of Brutality',
    GetDamageBonus = function(self) return Buffs['Item_Glove_010'].Affects.DamageRating.Add end,
    Tooltip = {
        Bonuses = {
            '<LOC ITEM_Glove_0001>+[GetDamageBonus] Weapon Damage',
        },
    },
    Mesh = '/meshes/items/chest/chest_mesh',
    Animation = '/meshes/items/chest/Animations/chest_Idle_anim.gr2',
    MeshScale = 0.1,
    Icon = 'NewIcons/Hand/Hand1',
    Abilities = {
        AbilityBlueprint {
            Name = 'Item_Glove_010',
            AbilityType = 'Quiet',
            FromItem = 'Item_Glove_010',
            Icon = 'NewIcons/Hand/Hand1',
            Buffs = {
                BuffBlueprint {
                    Name = 'Item_Glove_010',
                    BuffType = 'ENCHANTDAMRADIUS',
                    Debuff = false,
                    EntityCategory = 'ALLUNITS',
                    Stacks = 'ALWAYS',
                    Duration = -1,
                    Affects = {
                        DamageRating = {Add = 25},
                    },
                },
            },
        }
    },
}

1,979 views 9 replies
Reply #1 Top

Morph is going to do a full ballance mod i would just aid him with ideas for ballance.

You can add static effects under effects i would imagine.

                    Affects = {
                        DamageRating = {Add = 25},

                         RateOfFire = {Add = 0.05},

                    },

Im not shure AttackRate is the right word look at gladiator gloves (the 450g ones) to get the effect of the names for increased attack speed

For proc stuff you would have to wright another BluffBlueprint, some one might have to correct me but if you copy/paste another effect from gloves in it would look something like.

            Buffs = {
                BuffBlueprint {
                <code for buffbluprint>
                },

               BuffBlueprint {
                <code for buffbluprint>
                },

            },

I assume you have coded in some kind of language before. Again i could be wrong i started looking at LUA code last night.

Edit: you might have to wright out the whole blueprint again i just saw there was a buff type description which i dont know what that means.

Edit: RateOfFire=AttackRate

Reply #2 Top

'ENCHANTDAMRADIUS', im curious to know if this makes it an aura or something ... coz doomspite has a diff buff type name.

RateofFire - is what ur looking, but i think it has to reference it from something, but im not quite sure. im still looking at it coz if i can manage something like ill be able to apply this knowledeg to other stuff and expand from there.

Reply #3 Top

Sometimes the types and categories for things are completely ignored, and as such can be unusual ones. I've ran into a few examples, and one somewhere had a comment saying something about type and category are not used in this, however they are still required fields.

The ability type quiet means it is a passive ability. There is no buff added, it doesn't need to update, and so forth. Only way you can tell it is working is looking at your character sheet.

Reply #4 Top

Quoting gkrit, reply 2

RateofFire - is what ur looking, but i think it has to reference it from something, but im not quite sure. im still looking at it coz if i can manage something like ill be able to apply this knowledeg to other stuff and expand from there.
End of gkrit's quote

Just add it to the mod and see if it works i dont have demigod on my computer at the moment but i would imagine it that is that simple from looking at the lua code behind demigods abilityes, i think you might be supose to use a diffent Buff type though just for catogorsing stuff though it wont effect how the mod works.

Where is the file that the gloves are in? ill see if i can mod it in in a couple of hours time.

Reply #5 Top

will u able to edit the code above to add a 5% attack speed increase into the gloves?

Reply #6 Top

Both those methords work its getting the tool tips correct that is the hard part look at the code and compare to other gloves and match up buff names.

Think the mod is containted and produces the disired effect.

glove mod

http://www.sendspace.com/file/1mawup

Reply #7 Top

wow good job ... it works ... now i just gotta check out what uve changed and added. spent 4 freakin hour + to get this working and u did it in less .... lol ... obviously coding not rlly my thing :P

Reply #8 Top

i did cheat a little bit i looked a morpheus item mods for the tool tips stuff. I recomend you compare what he did against the current helms code would probably be clearer than my small change. Edit there is one or two veribles there i just left the same i dont know what they do or if you need to change them (it still works but there may be problems later on with the mod).

i can commment in what i did if you want but i would like to try ballance my ballanced a little bit more first.

taking a couple of software eng paper helps with the coding a little bit just look

Reply #9 Top

yeh thats what i was doing ... comparing items that morph had changed but i still couldnt figure it out. but after you did it i started to see the connections between certain things for some reason lol