Greetings all! How would one go about creating a spell effect that applies a stacking damage buff whenever you get a kill that caps at 5 stacks? The idea would be to have the first damage buff replaced with a stronger one after each kill until the cap is reached. I have a vague idea of how it would work but not sure how to actually implement it with Smithbox.
#Stacking "On Kill" Effect?
181 messages · Page 1 of 1 (latest)
@meager osprey
The Crusade Insignia Accessory |ID 8050 In Accessory Param| Has This Effect.
It Uses |State Info|199 On Kill Effect|
And Is Chained Via The Field -> |Kill Sp Effect ID|
These Are The |Sp Effect ID| For Crusade Insignia ->
|20380500|Crusade Insignia|Atk+ On Kill|LvL 0|No Kills|
|20380501|Crusade Insignia|Atk+ On Kill|LvL 1|->|Kill Sp Effect ID|-> of LvL 0
This Accessory Only Has 2 IDs But If You Look Inside 20380501
You Can Easily Figure Out What Kind Of Buff It Gives And For How Long.
Simply Create 4 More Sp Effect ID And Scale Them To Fit Your Needs
Example ->
|20380502|Crusade Insignia|Atk+ On Kill|LvL 2|->|Kill Sp Effect ID|-> of LvL 1
|20380503|Crusade Insignia|Atk+ On Kill|LvL 3|->|Kill Sp Effect ID|-> of LvL 2
|20380504|Crusade Insignia|Atk+ On Kill|LvL 4|->|Kill Sp Effect ID|-> of LvL 3
|20380505|Crusade Insignia|Atk+ On Kill|LvL 5 Max|->|Kill Sp Effect ID|-> of LvL 4
This is what I named my Effect IDs, You can name yours to fit whatever you mod is called.
Interesting! I guess my follow-up question would be how you’d make sure you don’t proc all the effects with one kill since they’d all have the “Apply Kill Effect” flag. Like would you have to chain them somehow?
@meager osprey
Look inside the first ID ->
Verify if this has a Conditional Trigger ID set in one of the 3 Fields.
If none exist, here is how I would Proceed ->
Create 1 Clone of the 01 -> Double the values it gives as buff ( this is only for testing purposes and makes the result easy to see)
Set it in the |Kill Sp Effect ID| of the 01
Test
Check if both activate on a single kill
I did not check the 01 but my guess is that it also has state 199 -> this would mean that State 199 only activates when a enemy dies and will not keep chaining if the following ID also has this State. And instead will trigger on next kill. But I can't say for sure I am nor at my PC right now. But if you can't get it to work Ping me and when I sit at my PC I will take a look
If the 01 Does NOT have State 199 it can be 1 of 2 things ->
1 - it does not need it since it's the final effect in the sequence and your buff is already active ( Best case scenario )
2 - Something else is happening in the background and this will need to be figured out.
If No 2 is the case, It might be a little more complicated to get this done, But I don't think it's impossible...Yet 😏
I just checked and the 01 ID has State 20 on it, so subsequent activations would just reset the duration of the effect.
I tried setting up my effect chain so that each time a kill happens the next effect will trigger, but this seemed to result in the effects stacking with one another, each with their own separate durations. This occurred even when I had all the effects set to State 120.
In the 01 and all those after set ->
|Effect Category| 20 Reset On Apply
So with each new ID that activates the previous Effect will removed because the one activating will set the Effect to the values it has.
Ex : [Lvl 1] Gives 10% Dam -> You kill 1 Enemy -> [Lvl 2] Gives 20% Dam <- When this activates it will remove the 10% Dam of [Lvl 1] and Apply [Lvl 2] 20% Dam.
Lol the 01 does not have State Info 20 it has |Effect Category| 20 Which is what it needs anyways.
Buff gives 15% Dam + To All types
For 20 Sec
Following Kills Refresh The Effect.
Okay, so I did that and after some testing it looks like the effects are still stacking with one another rather than replacing them.
My bad! Was looking at the wrong line.
I need to test this before I can say for sure but as I was looking at it a few mins ago I feel like this needs to be setup something like this ->
Clone Lvl 0 Effect ID ( remove 01 from kill before )
In the 01 -> Set Clone of Lvl 0 in |Next Sp Effect ID|
Inside the Clone of Lvl 0 in |Kill Sp Effec ID| set Lvl 2...and so forth
Basically don't chain anything further until Lvl 2 functions as intended. After you can chain the rest
What should I set the duration of the Level 0 Clone to? The original is set to be infinite so that the effect can always be triggered, but how would that work for the clone without both effects proccing at the same time?
The way I have it set up now is as follows, with each level triggering the next one upon kill:
Level 0 -> Level 1 -> Level 2 -> Level 3 -> Level 4 -> Level 5 (6 param entries total).
At Level 5 every subsequent kill refreshes the duration of all other Levels (which are stacking with each other instead of replacing each other, as mentioned previously) until the duration expires, then you have to build the Levels up again.
So are you saying there should be two param entries per level instead of only 1? Are there circular references I need to make?
I guess I'm also wondering now if having the levels stack with themselves instead of only having the highest level apply is really that big of a detriment? Would the game calculate 5 separate instances of +10% damage differently than a single instance of +50% damage?
I figured it out
And it works
@meager osprey
It's almost exactly what I said ->
Instead of setting the Clone of Lvl 0 in Next Sp Effect ID -> Set it in the Cycle Sp Effect ID.
Okay, I think I'm following, but now I'm just wondering how many param entries are needed to make this function. So do I need a Level 0 Clone and a damage buff param per level, or just one? I'm trying to figure out what the param structure should look like.
I'm just about to record a short video sec . I'll help you to set it up after
@meager osprey
https://streamable.com/wpxds7
So in this video after each kill my Buff gets Larger both Visually and Dam Wise.
If you want this to reach Lvl 5 a total of 8 Effect IDs need to be created.
Lvl 0 -> 20380500 | -1 Dur |-> Accessory is Equipped
🡇
Lvl 1 -> 20380501 | Effect Cat 20 | Set In Kill Effect ID of 20380500 |
| 1st Kill = | +15% Dam for 20 Sec | Small Visual |
Lvl 1.5 -> 20380502 | State Info 199 | 0.1 Dur | Cycles Inside 20380501 |
🡇
Lvl 2 -> 20380503 | Effect Cat 20 | Set In Kill Effect ID of 20380502 |
| 2nd Kill = | +30% Dam for 20 Sec | Med Visual |
Lvl 2.5 -> 20380504 | State Info 199 | 0.1 Dur | Cycles Inside 20380503 |
🡇
Lvl 3 -> 20380505 | Effect Cat 20 | Set In Kill Effect ID of 20380504 |
| 3rd Kill = | +45% Dam for 20 Sec | Large Visual |
Lvl 3.5 -> 20380506 | State Info 199 | 0.1 Dur | Cycles Inside 20380505 |
🡇
Lvl 4 -> 20380507 | Effect Cat 20 | Set In Kill Effect ID of 20380506 |
| 4th Kill = | +60% Dam for 20 Sec |
Lvl 4.5 -> 20380508 | State Info 199 | 0.1 Dur | Cycles Inside 20380507 |
🡇
Lvl 5 -> 20380509 | Effect Cat 20 | Set In Kill Effect ID of 20380508 |
| 5th Kill = | +75% Dam for 20 Sec |
I Stopped at Lvl 3 but if you want to reach Lvl 5 follow the steps until the end.
Also I used Effect IDs 1 to 4 to create this example and their ID has nothing to do with ordering. I only hover my mouse on them to show each new Lvl activating. Follow the Chart above and you will have this working in no time.
Wow, this is such a thorough response! I really want to thank you for all the effort you're putting into helping me figure this thing out! I wasn't expecting so much support! So I created all the new params and triple-checked to make sure all the entries matched what you've laid out, but unfortunately I'm still having an issue with the damage boost stacking with itself instead of being replaced.
For example, my test weapon's resting AR is about 1100 and when I reach Level 5 it shoots up to 4300, which is WAY more than the 50% increase I had intended at that stage. I watched your video multiple times and it seems like you're getting a much more reasonable damage boost with each level so I'm not sure where I'm going wrong. Here are some screenshots of the first three param entries in the chain. Maybe you'll notice something I'm failing to see?
Post all 8 Effect IDs you created I will check if I see something.
Try this ->
Starting at 500069 ( Your Lvl 2 )
Set Effect Category to 150 Remove Previous.
Do this also for Lvl 3, Lvl 4, Lvl 5
But NOT For 2.5, 3.5, 4.5
Tell me if this works after you have tested it
@meager osprey
Lol I think I know what your issue is dkn't change your setup yet
The fields for dam this effect Buffs are
| 1/100 Fields | Increments are 0.01 = 1%
1 = 100% and is Default -> Your Normal Atk
Lvl 1 is set to 1.15 -> This is 15% Dam +
Lvl 2 -> 1.30 = 30% Dam +
Lvl 3 -> 1.45 = 45% Dam +
Lvl 4 -> 1.60 = 60% Dam +
Lvl 5 -> 1.75 = 75% Dam +
If Ex you set your lvl 2 to 20 this = 2000% Dam + 😉
Hmmm, I don't think that's the issue. My damage % settings per Level are as follows:
Level 1 = 1.10
Level 2 = 1.20
Level 3 = 1.30
Level 4 = 1.40
Level 5 = 1.50
I tried your suggestion of setting all the Level params to Effect Category 150 (not the Cycle ones) and it actually seemed to be working the way I hoped it would until the last level, where upon getting the fifth kill my weapon's AR went down instead of up. I then went in and changed only the Level 5 param to be Effect Category 20, but that made things even more crazy.
Ok those values are perfect for 50% total.
Set Lvl 5 to Effect Cat 0
Test -> What is Result ?
Lol look at your screenshots -> Notice how you set the .5 Lvl to Effect Interval 0.1 and not Effect Duration 0.1 like mine
This is what is stacking out of control
So on the fifth kill my AR went way up, then went down again on the sixth kill, then started going up again. I’ll try tweaking that next!
Effect interval on all .5 to 0
This is 100% sure that it's your issue, I just noticed this now as I looked through them.
Noted! Should I keep Level 5 at Effect Category 0?
This makes these trigger every 0.1 sec for 20 secs.
Which is 200 total triggers
Even more your dur is 40 secs
Thats 400x
For now yes -> test first
Wait if you want to be able to refresh this when at 5 , Effect Cat 20 will need to be set
The original stops at Lvl1 but has Effect Cat 20 to refresh it's duration. Since you max out at Lvl 5 if this is left on 0 -> after 40 secs the Effect will fade even if you kill somethin within that time frame.
Yep, just noticed that during my testing! Changing it now…
I think you should be in business now
I don't see anything else that could be wrong.
YES! The damage stacking issue is finally fixed! I did notice that after not killing anything for ~20 seconds my weapon’s AR dropped down to its Level 2 value, then went down to its base AR after another 20 seconds or so. Not sure what may be causing that.
All lvls are 40 sec ?
Indeed they are!
Ok you will have to test these separate to find the culprit. Set them all to 10 secs or so ( so you don't need to wait 40 sec each time )
First test Lvl 1.5 -> Triggers Lvl 2 -> Check is 10 sec of up time
Test all 5 lvls indivudualy and if all of them work fpr 10 sec
I think I know
Wait
Don't
Set All Lvls Like I originally said. With EffectCategory 20
Because what is happening now is Lvl 1 is triggered -> you get 40 secs -> nothing along the way is refreshing this duration at each new Lvl and this is why Cat 20 Is required so each Lvl returns you to 40 secs.
The stacking issue was caused by interval and that was why I did not understand Why Cat 20 was giving you stacking issue.
Got it! Testing now…
It's going to work
No dice, unfortunately. Changing them from Cat 150 to Cat 20 just brought back the damage stacking issue. Hit 4300 AR at Level 5 with my weapon again…
Are you 100% sure none have Interval
Because it simply does not make sense, and this is why ->
Effect Cat 20 cannot stack dam.
That is what Effect Cat 10 Stack Self is for
Yep. All the Cycle params have a duration of 0.1 and a trigger interval of 0. All the Level params have a duration of 40 and a trigger interval of 0.
Export your project .Csv all of them
Post them
Only for effect param
The rest I dont need
You have the Expansion installed ?
The what?
DLC
Oh! Yes!
Kk good cuz ifnot I would have to downgrade my tool to load this
I’m using an edited common.emvd.dcx file to apply the effect while Rykard’s Great Rune is active.
why not just do it in game ?
The game's param for his rune, #630, is already being used to trigger a health on kill effect. This effect is in addition to that and there's no way to attach the extra params to the rune itself via Smithbox.
I pretty much just used this mod as a template for what I'm trying to do. https://www.nexusmods.com/eldenring/mods/2869
The only param referenced in the script itself is 500066, which is the starting point for the rest of the "+ damage on kill" effects.
because Rykard is another effect on kill that gives HP and who knows what could be stacking your effect each time it re triggers
It's Dur, It's Interval if any , Does it have Other Ids inside.
The way I constructed it works is you use the params. I will not start to trouble shoot your Rykards now to. We have been at this for more than 1 hour. you should of mentioned this right away. It's important for someone helping you to know these things. Alsoit's part of a mod and is probably not original. Anyways man you can figure the rest out. If you want to make this a part of the mod. The model I provided works and this is where I stop. I wish you the best of luck man, and I truly hope you figure this out.
My apologies! Thank you for all the help! For what it's worth I tried replacing the effects of the Crusader's Insignia Talisman with the ones we've been working on and was running into the same issues so I don't think the scripting is causing the problem. All the other effects I've added to other Great Runes this way have been functioning normally.
this is what I would do - > Create it like I did as a project -> once it works like mine - > figure out how to combine both of them.
The only thing the script really does is check to see if I have the spell effect for Rykard's Great Rune, #630, then applies spell effect #500066 in addition to it. The two effects don't interact at all, and my added effect goes away if I switch to a different Great Rune.
I know you did not do it purpose and I am not angry with you. It's just that this could be more complicated than you think. This overhaul is massive and I don't know if stuff is triggering In the background , part of events , there can be many things that come into count
I mean if the setup with remove previous was almost giving your result -> return to that and attempt to figure out lvl 5 and the duration refresh
I understand completely. For what it's worth I've looked at the mod's script and all it does is add new events pertaining to the new Great Rune effects. Here's the file if you're interesting in looking at it.
Most of it appeared to be working near the end
What are the new effects?
Are any other Effect IDs triggering alongside your created lvl 2 to 5
That is where I would look first
And check if something has interval or seems to be stacking abnormally
It's hard to say
There's nothing else interacting with those specific params. There may be other "apply X on kill" effects active on my character from Talismans and such, but the game shouldn't have an issue with stacking those effects.
if nothing else is part of it why not simply have both separate. Rykards can have it's effect and the dam on kill can be another part
there must be a reason you put this all together what is that reason ?
It's part of the theme I was trying to do. I wanted Rykard's Great Rune to be the go-to option for dungeon clearing and exploring because of the stacking bonus from killing enemies combined with the base game "health on kill" effect. It also just fits with Rykard's whole vibe of consuming others to make himself more powerful.
Basically I was trying to take the original mod and tweak it so that each Great Rune is more useful and better fits the theme of their associated Demigod. Nothing really deeper than that.
Ya I get that and this is fine but why have them as part of the same entity is the question...because these 2 can co exist separatly and a player could never tell these are separate while playing the game
I'm not sure I follow. What do you mean when you say they're part of the same entity?
well Rykard triggers HP on kill or whatever it was changed to for the Overhaul. the way you explained it is that the dam buff also triggers when rykards activates
and seems to be part of the same event
What I meant is that I would construct them separatly. But still have them activate as a pair
Activates, as in when you turn on the Great Rune by using a Rune Arc. The actual "health on kill" effect is completely separate from the stacking damage buff. The only thing they share is the same trigger.
So you use a Rune Arc to turn on the Great Rune, granting you the "health on kill" effect. Then the script sees that you have that effect active and also adds a separate effect that gives stacking damage when killing enemies.
because as it's own individual mechanism the build I made works perfectly. So I would make it as it's own thing and then implement it in the best way alongside rykards
Because we literally went through everything and I checked every value in the .csv and nothing is wrong so this only can leave Rykards. that in some way or another is affecting something
Hmmmm, I see. I just don't know how I'd attach my new effect to Rykard's Great Rune without using a script. The Great Rune item itself doesn't even reference the spell effect that gives you the "health on kill" effect. I'm pretty sure it's also added to your character via a script.
what effect IDs does rykards trigger
not the ones you created
the original rykards from the overhaul
it should be quite simple to combine this
Just the original "health on kill" effect. The only thing the mod adds to Rykard's Great Rune is a 10% HP buff.
ok
It's #630, the effect itself.
630 triggers 500030 -> This not only has a interval value -> but it also has Effect Cat 10 Stack Self. So if your Dam on kill triggers alongside this ( even if the ids are not linked ) will be affected when the interval retriggers and It stacks itself
this is why I make stuff as separate units, so nothing exterior affects each part
The Taker's Cameo Talisman also has the same data as the Great Rune does from what I could tell. Does that mean it would also mess with my new effects?
lol man...that also has stack self....😖
you see for all this time, you have been troubleshooting the only part that was correctly built...
And you should of created it like I did on it's own. Nothing was stacking when I tested it and my durations refreshed at each lvl
And I am not saying that these other effects are 100% the issue But it is however sure that they can affect the overall effect that is certain
Depending on how they work together
It's just that through the various things I've made, more often than not Stack Self is not a good team player
Noted. Well I’m gonna call it here for the night. Been working on this for hours! Thank you again for all your help! Hopefully looking at everything with a fresh pair of eyes will make it easier to find a solution.
Damn! I appreciate your commitment! Not many people would’ve stayed up all night to help a stranger with their modding woes.
but you have a working model and I would make it and figure out each implementation as you go.
But just as info -> you have 3 dif mechanisms triggering ...Rykards, Taker's Cameo and you newly created dam on kill.
You can have all 3 of those in the same effect and would not have to bother trouble shooting any of this
Lol I can give myself + Dam , + Sp , + Fp , + Hp , + Poise while at the same time Set the enemy on fire , trigger a D.o.T on this enemy , Enchant Both my weapons , Paralyze The Enemy , trigger Bleeding on enemy -> 1 Effect ID -> 2 if I want the on kill effect.
Well, now I’m fighting the urge to run back to my computer to make use of this newfound revelation. I must go to bed though…
Ya my brain is absolute mush I been on for like 14 hours
Need some Zzz
Lol basically you were my last help of the day and after posting the build I was going to hit the sac...😆
But I hate leaving when I know the person has issues
And always try to see things through to a successful ending
Well I definitely didn’t mean to drag you down my rabbit hole of modding troubles, but I am glad you decided to stick around to help me find the solutions.
There’s always another day though!
I know man
And I also know what it's like to spend hours on something.
But that's the way the cookie crumbles sometimes
That’s one of the fun parts of modding though. You run into an issue and you never know if it’ll take 5 minutes or 5 weeks to resolve it.
Ya especially with intricate stuff that work alongside eathother
Indeed. Elden Ring, for better or for worse, also comes with a steeper learning curve than many other games regarding mods. A lot of it is very counterintuitive I find.
But the good side of this is that through everything you have tested and tried , in various ways. Has Givin you more insight on how stuff works than a 2 min quick help ever could
Exactly! Learning how things work is something I’m sure many people get into modding for. That and also expressing creativity.
This is why I have stopped progressing my game...lol I am having more fun testing and figuring out everything , that actually playing the game ever brought me
That’s the loop I always get stuck in too. I can’t remember the last time I actually did a full Skyrim playthrough, for example. I’m sure 90% of my playtime on Steam is just from me trying out different mods.
Lol finishing let's say 3 runs of ER is at the very most 300 hours let's say. I am almost 2 years in and still finding new cool things every single day.
So many subtleties and thing go on behind the curtains and I keep finding new ways to implement and use stuff
And now the Dlc lol ...there is no end
Absolutely. Nothing beats the feeling of getting a project you’ve been working on for a while running perfectly!
What do you think about the Color Theme I created in SmithBox ?
In my screenshots
I'm trying all kinds of stuff
The blue and yellow? It’s nice! Had no idea you could customize it like that but I really shouldn’t be surprised at this point.
Its only in the dsmap fork called SmithBox created by Vawser
Ah, I see. Is DSMapStudio ever gonna be updated for the DLC or has Smithbox fully supplanted it at this point?
Lol I don't know I use CheatEngine for all my testing. Just made the theme for fun and also for times I need to post Screens during helps
I have my personal table that is unlike anything you can find on the net
LOL fair enough! Personal table, as in your own version of Smithbox?
The colors certainly make it easier to find where things are while sifting through params, I’m sure.
everything is sorted by usefulness and synergy and I have over 500 dropdowns that reflect the real Min and max of values
along with a plethora of other cool features
and at the top of every param is the coolest and most important fieldsand as you scroll down it becomes less important stuff
Very impressive! A big part of modding is the tools you use, so having something tailored to your needs must make things so much easier.
You too! Thank you again for all the help and the conversation!
this is why I have never switched, it's efficiency simply can't be matched]