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Messages - Bumbleguppy

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346
Modifications / Re: How To Mod Points per Level?
« 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
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
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
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« 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
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 09 June 2019, 00:43:39 »
I personally appreciate the color thematic aspect for Nature mastery. :)

351
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
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« on: 06 June 2019, 21:34:39 »
Very nice! I gave up on leopard skins years ago, you really have talent! :D

353
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
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
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
Texture & Skin Modding / Re: [TEXTURES] Custom Textures & Skins
« 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
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
Same here. Recycling an existing race can be done, though.
Code: [Select]
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
Texture & Skin Modding / Re: Change golden star above heroes
« on: 01 June 2019, 04:09:22 »
Wow, thank you very much!

360
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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