#492
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#493
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How did you manage to make the summoned creatures (pets) level based on the players level?
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#494
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It's pretty easy. The formula already includes a fraction of the player's level. Just look at my skills.gdb. In SkillSkeleton, I changed MonsterLevelPerUserLevel to 1.0, and reduced the base MonsterLevel to 0 (actually -1 so it's almost at your level).
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#495
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Thanks. Is there a way to combine this with a bonus to monster level per skill level? For example monster level = player level + 1 per skill level?
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#496
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Yep. That's what the vanilla game does. It takes half of your level as a base, and adds 1.5 levels per skill level. The problem with that is that half your level is far too low of a starting point at later levels (e.g. level 70 with level 35 pets).
In my testing, I found that a pet that starts at your level and gains levels with skill level quickly becomes OP, which is why I took out the level gaining mechanism. |
#497
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Okay. Thanks for the information.
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#498
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You seem to be quite knowledgeable in these matters so I'll ask you.
I was wondering what ways were available to change a group of spells statistics? (Through a Mastery styled skill) I know how to group skills and change there total damage: " DynamicStatMultSkillDamage 0.05 ", or their chance to critical hit " DynamicStatMultCriticalHit 0.15 " But is it possible to add a static amount of damage in this manner, +3 damage for instance, or add a percent or static bonus to minimum or maximum damage as opposed to total damage? Perhaps an increased chance of a status effect. Any available commands to this end would be helpful. |
#499
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For adding constant damage, look for commented out commands like DynamicStatChangeExtraDamage.
You also have StatMultMinDamage and StatMultMaxDamage for adjusting the min and max. I don't think there's a way to increase status effect chance with levels. |
#500
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Quote:
Quote:
DynamicStatMultSkillDamage 0.05 works on spells, I'll have to test if StatMultMinDamage works. I hope it does. Quote:
SkillThunderboltPerLevelAE overrides SkillThunderboltPerLevel { Base BaseSkillPerLevel MinDamage 4 MaxDamage 9 StatusEffectChance 0.02 Power 3 } |
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