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  #1  
Old 01-03-2017, 01:35 PM
Tigrath Tigrath is offline
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Join Date: Feb 2014
Posts: 7
Default Misc modding info

Here is some odd stuff that you guys might like.

1) First is changinq wands and staffs into ranged weapons. In skills.gdb find SkillBowAttackBase and look for the line that says:
Code:
	WeaponType	WeaponBow
add
	WeaponType	WeaponWand
	WeaponType	WeaponStaff

create a new skill:

SkillBowAttackMagician
{
	Base		SkillBowAttackBase

	Projectile	ProjArcaneBlast
	TextureName	Textures/Icons/Items/staves2_quarterstaff.tga
}

go to skilltrees.gdb, find SkillTreeMagician and replace:
	Skill		SkillAttackMagician
with
//	Skill		SkillAttackMagician
	Skill		SkillBowAttackMagician
You can do this for every magic-user skill tree, changing the projectile to something appropriate.

2) adding more skills
Each skill tree seems to have a cap on the maximum number of skills and already be at that cap. At the top of each tab are several basic skills that enable your character to use certain equipment. To free up space for new skills, you can combine those seperate skills into one skill.

Code:
SkillBasicFighterEquipment
{
	Base		BaseSkillBasic

	BaseName	$$LeatherArmor$$
	Desc		$$BasicLeatherArmorDesc$$

	TextureName	Textures/Icons/Items/chest_mail_chain.tga

	ItemRequirement		ArmorLeather
	ItemRequirement		ArmorMail
	ItemRequirement		ArmorPlate
	ItemRequirement		Shield
	ItemRequirement		WeaponDagger
	ItemRequirement		WeaponAxe
	ItemRequirement		WeaponAxeTwoHanded
	ItemRequirement		WeaponSword
	ItemRequirement		WeaponSwordTwoHanded
	ItemRequirement		WeaponMace
	ItemRequirement		WeaponMaceTwoHanded

}
3) I'm trying out these new basic skills to make characters wielding 2-handed weaponry behave differently. Hitting much harder but moving and attacking slower. Of course, it hasn't been balanced at all.


Code:
SkillWandMastery2
{
	Base		BaseSkillBasic

	BaseName	$$WandMastery$$
	Desc		$$WandMasteryDesc$$

	TextureName	Textures/Icons/Items/wands_archmage.tga
	DynamicStatMultCastTime		-0.25
	DynamicStatMultProjectileSpeedMult	0.25
	
	WeaponType	WeaponWand

	RequiredSkill-One	SkillBasicWand

}

SkillStaffMastery2
{
	Base		BaseSkillBasic

	BaseName	$$StaffMastery$$
	Desc		$$StaffMasteryDesc$$

	TextureName	Textures/Icons/Items/staves_maelstrom.tga
	StatMultMaxPower	0.5
	DynamicStatMultProjectileDamage		0.15
	PassiveDynamicStatMultSpellDamage	0.15
	StatMultMovement	-0.5
	
	WeaponType	WeaponStaff

	RequiredSkill-One	SkillBasicStaff

}

SkillTwoHandedMastery2
{
	Base		BaseSkillBasic

	BaseName	$$TwoHandedMasterySkill$$
	Desc		$$TwoHandedMasteryDesc$$

	TextureName	Textures/Icons/Skills/twohandedmastery.tga


	StatMultAttack	0.1
	DamageMultPhysical	0.25
	StatMultMovement	-0.2
	StatMultAttackSpeed	0.25

	WeaponType	WeaponAxeTwoHanded
	WeaponType	WeaponSwordTwoHanded
	WeaponType	WeaponMaceTwoHanded

	RequiredSkill-One	SkillBasicSwordBoth
	RequiredSkill-One	SkillBasicAxeBoth
	RequiredSkill-One	SkillBasicMaceBoth

}
edit
Changing the skills or skilltrees will have strange effects on existing characters. Your Conjurer with 5 levels in Chain Lightning might instead have 5 levels of Residual Energy when you reload him.

Last edited by Tigrath : 01-03-2017 at 05:07 PM.
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  #2  
Old 01-05-2017, 09:18 PM
Exovi Exovi is offline
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Join Date: Jan 2017
Posts: 13
Default

Created a forum account just to thank you for posting this. Keep us updated on that 2-Handed weapon modding, it sounds like a good way to diversify weapon classes!

Also, while I haven't tried implementing it yet, I'd really appreciate a little more detail on point 2). I'm a bit lost on what to modify to implement changes. Maybe an example could help?
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  #3  
Old 01-06-2017, 09:01 PM
Destro*'s Avatar
Destro* Destro* is offline
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Join Date: Jul 2013
Posts: 310
Default

That cap is very interesting. Thanks for sharing, I didn't know about it at all.
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  #4  
Old 05-19-2017, 09:16 PM
Tigrath Tigrath is offline
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Join Date: Feb 2014
Posts: 7
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RL's been really busy lately. I haven't had time to do much of anything and I need to play more with the new version before modding again.

Here's my idea for creating chain combo's
attack skill 1 causes status effect A
attack skill 2 targets enemies with status effect A and causes status effect B
attack skill 3 targets enemies with status effect B and causes status effect C
attack skill 4 targets enemies with status effect C and causes status effect D

attacks 2, 3, and 4 are passive skills that trigger automatically and each one is 25% stronger than the previous skill. Perhaps each one has an increasingly long cooldown to give variety to the combo. You could also try adding a few more in between and staggering the cooldowns and time stats to change the chain depending on what's ready each time. The status effects are there to provide targeting for the attack skills, but they could also provide increasingly severe debuffs.

I'm also thinking about rebalancing the combat system by giving normal attacks 50% chance to stun for 1 sec and giving everyone an automatic attack that does heavy damage to stunned enemies.
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  #5  
Old 05-19-2017, 10:26 PM
Destro*'s Avatar
Destro* Destro* is offline
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Posts: 310
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Really interesting idea.

I had a different approach. I was going to try to make Fire Mage work by having each spell gives a powerful temporary buff, which strongly encourages switching between spells and leveling up multiple spells without suffering huge penalties for not investing into only one skill. And, of course, if you have more cast speed, you get rewarded with greater power.

Your idea Tigrath seems like it could be really cool on a Monk themed class. Thanks for sharing!
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