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#1
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![]() I wanted make the health-per-vitality, attack/defense-per-dexterity skills upgradable by adding a new skill like the one below (similar to other skills)
Code:
SkillBonusAttackPerDexAdvancedBasicPerLevel { Base BaseSkillPerLevel StatChangePerAttributeChange 0.5 } SkillBonusAttackPerDexAdvancedBasic { Base BaseSkillPassive BaseName $$AttackBonus$$ Desc $$AttackBonusDesc$$ TextureName Textures/Icons/Skills/attackBonus.tga StatChangePerAttributeStat Attack StatChangePerAttributeStat Defense StatChangePerAttributeAttribute Dexterity StatChangePerAttributeChange 0.5 //1.0 BaseCost 8 PerLevel SkillBonusAttackPerDexAdvancedBasicPerLevel } |
#2
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![]() I do something similar to that in Din's Legacy. The only differences I see is that I don't think you can do 2 StatChangePerAttributeStat in one skill and for some reason I have StatChangePerAttributeStat & StatChangePerAttributeAttribute defined in the PerLevel entry also.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#3
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![]() Hello Shadow, thank you for replying as always! I tried the following based on what you mentioned:
Code:
SkillBonusHealthPerVitAdvancedBasicPerLevel { StatChangePerAttributeStat MaxHealth StatChangePerAttributeAttribute Vitality StatChangePerAttributeChange 0.25 //0.50 } SkillBonusHealthPerVitAdvancedBasic { Base BaseSkillAdvancedBasic BaseName $$HealthBonus$$ Desc $$HealthBonusDesc$$ TextureName Textures/Icons/Skills/health.tga StatChangePerAttributeStat MaxHealth StatChangePerAttributeAttribute Vitality StatChangePerAttributeChange 0.25 //0.50 PerLevel SkillBonusHealthPerVitAdvancedBasicPerLevel BaseCost 1 } ![]() |
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