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  #11  
Old 03-15-2008, 08:57 AM
kaeruu kaeruu is offline
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Quote:
Originally Posted by Shadow View Post
If I remember correctly, to change the training prices for the skills, change ValueEachPointTraining in systems.gdb.

As for creating a new class. The game is unfortunately fairly hardcoded for 4 classes (which is pretty stupid on my part) so there probably isn't a good way to add an additional class. You can however choose one of the player classes that is already there and completely modify it into a different class.
Goodbye Priest class...lol

I'd better create other classes as well.
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  #12  
Old 03-15-2008, 12:31 PM
Douweeh Douweeh is offline
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Actually I'm replacing the Rogue at the moment myself, never really got into her skills with distractions and stuff so I'm making it completely different and Assassiny ^_^
Though I guess it's very much personal preference as to which class is the least nice/useful in the original game. I like the Priest because she can heal stuff (though damage is more than a little lacking)

One technical thingy I ran into last night, I'm trying to make a regeneration skill that lets my Assassin regenerate Health in exchange for Power and can't get it to work properly. Any help with any of the following points would be much appreciated ^_^;
  • How do I get the power regen inherent to the character to halt while the skill is in effect?
  • Is there a way to increase the percentage of healing per level of the skill? I tried this and it didn't do anything, making me pick a direct health edit for now.
  • Is there a way for me to set it up that I can actually disable the skill when I want it to stop? like maybe activating the skill again to make it stop?

Lots of stuff again, I know

Douweeh.
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  #13  
Old 03-19-2008, 11:16 AM
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Shadow Shadow is offline
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I don't think there is a way to stop you normal power regen, but you can make the skill burn power as it is giving you health. Look at StatusEffectNecroDrain in Database/Monsters/statusEffects.gdb for a look at how to drain power (PowerChange stuff).

You should be able to make it regen more per level. Look at StatusEffectRegeneration and StatusEffectRegenerationPerLevel in Database/statusEffects.gdb for an example.

As for canceling like you want, look at StatusEffectStealth in Database/statusEffects.gdb. If you make the EffectType Cancel like stealth I think it will turn off when you use it again.
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