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Messages - Bumbleguppy
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346
« on: 17 June 2019, 16:20:04 »
records\creature\pc\playerlevels.dbr -> All Groups\Level Up Parameters That should get you started. EDIT: All the values are type "variable" which means a single value, not an array. I wouldn't know how to change the amount awarded per level myself.
347
« on: 17 June 2019, 00:06:30 »
One "bug" for me with Quick Cast is the distacnce profile setting in the buff other skills: Energy Shield, Heat Shield, Life RUne...they are set as distance profile Long or Moderate which is 17m and 10m respectively (set in gameengine.dbr in xpack/game).
Casting a buff on a pet like Regrowth while it is in a mob, the game force moves you to the distance profile in that skills file. So I was running into a horde of monstes with my squishy petmancer lol
These all need a distance profile of MAXIMUM to offset this issue using Quick Cast. Really, there's no reason they shouldn't be set to maximum.
348
« on: 15 June 2019, 18:07:16 »
Since the "A few bug fixes" is on hiatus, I thought I would mention it to you.
All the armor dropped in the Atlantis DLC loottables uses torso affixes...armbands, helmets, greaves and torso.
I used a search-and-replace utility to fix them by replacing the "torso" part of the affix table references, it's a quick fix since all the affix tables are there, they're just not hooked up properly.
349
« on: 11 June 2019, 21:07:41 »
I will never relinquish the responsibility of the content of my character to an authority that determines what I can see and hear.
You realize the internet is full of hard core porn, yet here I am admiring nargil66's excellent work.
It reminds me of classical Grecian sculptures.
350
« on: 09 June 2019, 00:43:39 »
I personally appreciate the color thematic aspect for Nature mastery.
351
« on: 06 June 2019, 21:37:40 »
Man oh man, those things you take for granted...it's a hard road back from once all those changes start accumulating unwanted effects. Better to change a projectile file itself for a specific skill...as I am superstitious as a habit, I find discretion is the better part of valor myself.
352
« on: 06 June 2019, 21:34:39 »
Very nice! I gave up on leopard skins years ago, you really have talent!
353
« on: 05 June 2019, 01:49:03 »
I have a feeling that this mod will be a hit on Steam. I think this will excite a lot of players that don't frequent these forums.
People here are talking about builds and items and mods, people on Steam are just looking i the mod subscriptions for fun and excitement and this mod will have lots of that!
354
« on: 04 June 2019, 20:06:59 »
Here's an idea, you could use the questrewardskilltree in xpack2 to grant monster skills to the player. Then use the quest editor to give skill points to that skill just the resistance rewards.
355
« on: 04 June 2019, 18:14:44 »
My solution to the Ring of Flame skill besides the needed mana cost reduction, is to change the template of Ring of Flame to the same as Deathchill Aura, making sure the debuffSkill bit is 1. Nothing else needs to change in the skill. Just the two templates for the skill & the buff instead of the one buff attack radius.
Next, you go into Soften metal and add negative values to the defensiveFireResist entries. e.g. -7.000000;-9.000000 etc. Now the skill acts as a debuff for anything in the radius reducing the fire resist by the set amount.
This has the benefit of changing nothing visually for the player.
356
« on: 02 June 2019, 18:43:18 »
Awsome! I hope he isn't average height like the Norse gods. They just seem so puny to me.
357
« on: 02 June 2019, 17:55:43 »
You only have to replace the value for the tags that end with "P", these are the UI display values the player sees.
If you change the others, it will break the database skills that use those for racial damage and defense bonus, so don't do that.
I would do this:
tagRace02=Animal tagRace02P=Humans
as an example.
358
« on: 02 June 2019, 17:27:03 »
Same here. Recycling an existing race can be done, though.
tagRace01=Plant tagRace01P=Plants tagRace02=Animal tagRace02P=Animals tagRace03=Beast tagRace03P=Beasts tagRace04=Beastman tagRace04P=Beastmen tagRace05=Insectoid tagRace05P=Insectoids tagRace06=Undead tagRace06P=Undead tagRace07=Demon tagRace07P=Demons tagRace08=Titan tagRace08P=Titans tagRace09=Telkine tagRace09P=Telkines tagRace10=Construct tagRace10P=Constructs tagRace11=Magical tagRace11P=Magical tagRace12=Device tagRace12P=Devices xtagRace01=Olympian xtagRace01P=Olympians xtagRace02=Deity xtagRace02P=Deities x2tagRace01=Giant x2tagRace01P=Giants x2tagRace02=Ghost x2tagRace02P=Ghosts
359
« on: 01 June 2019, 04:09:22 »
Wow, thank you very much!
360
« on: 31 May 2019, 18:21:22 »
Since the Raganarok expansion, there is a setting in the spawn config parameters of the spawn pet template that allows the spawned pet to survive on the summoner's death: surviveAfterMasterDeath. Set that to 1.
Now give the pet the spawn pet skill and place it in it's ondeath skill config slot.
Haven't tried it, but it might work.
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