Search found 12 matches
- Wed Oct 05, 2016 2:47 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
that is correct. and then i'm looking at changing that specific talent to a skill. so basically +1 per level accuracy and then they can cast spells instead of attack. I keep feeling like i'm getting the class and traits with skills confused.
- Sat Oct 01, 2016 10:27 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
I see now what you are saying. I should have it fixed. one other question. --set any weapon to go to runes for casting/"praying" so with the defined class cruisader , they will maintain the 3 to hit for mace weapons and can still cast the healer spells. cleric would work the same. I figure...
- Sun Sep 25, 2016 3:30 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
it also falls into local logic for anything that is <>embedded script /sp? } vs a loaded scripting? wouldn't for char classes that will be redefined to "play" the game over with or included for an anymod situation?
- Sun Sep 25, 2016 3:27 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
for the level 10, its a trait addition, like water magic leads to watermagic_matery ... so that like when a cleric becomes level 8 she can turn undead ? and into the additions of being able to have summoned class weapons.
- Mon Sep 19, 2016 5:53 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
how does this look. sorry took some real time to clean it up and look at the implementation. defineCharClass{ name = "cruisader", uiName = "Cruisader", traits = { "armor_expert", "shield_expert", "hand_caster", "cruisader"}, skillpoints = 1...
- Wed Sep 14, 2016 7:45 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
also here is the cleaned up code. i'm still iffy about the implementation. has anyone else worked on a way to play the game with created classes and possibly races? defineCharClass{ name = "cruisader", uiName = "Cruisader", traits = { "armor_expert", "shield_expert...
- Tue Sep 06, 2016 7:43 pm
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
defineTrait{ name = "poison_resistant", uiName = "Poison Resistant", icon = 79, charGen = true, description = "You are naturally resistant to poisons. Resist Poison +25", onRecomputeStats = function(champion, level) if level > 0 then champion:addStatModifier("resis...
- Mon Sep 05, 2016 2:58 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
Re: character creation
some of what you are suggesting as changes are direct counter to what log defined assets are using.
- Sun Sep 04, 2016 5:34 am
- Forum: Mod Creation
- Topic: character creation
- Replies: 13
- Views: 17551
character creation
custom characters. defineCharClass{ name = "cruisader", uiName = "Cruisader", traits = { "armor_expert", "shield_expert", "hand_caster", "staff_defence", "cruisader"}, skillpoints = 10 optionalTraits = 2, } defineTrait{ name = &qu...
- Fri Sep 02, 2016 8:18 am
- Forum: Mod Creation
- Topic: Specific modding question: Changing party movement speed
- Replies: 9
- Views: 11165
Re: Specific modding question: Changing party movement speed
TimerComponent (Component) Timer component triggers its onActivate hook periodically. The timer inverval or period can be customized. Timers can act in one shot mode (disable self set) or running mode (disable self not set). TimerComponent:getCurrentLevelOnly() TimerComponent:getDisableSelf() TimerC...