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  #491  
Old 01-05-2013, 08:03 PM
Bluddy Bluddy is offline
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Quote:
Originally Posted by Sgt Phantomizer View Post
Looking to try this soon, but i mostly play with a friend. Would we both have to download this? Or does it only have to be downloaded by the host?
Both computers need the mod (same version).
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  #492  
Old 01-08-2013, 08:53 PM
Sgt Phantomizer Sgt Phantomizer is offline
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Quote:
Originally Posted by Bluddy View Post
Both computers need the mod (same version).
Thanks

...
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  #493  
Old 05-07-2013, 02:48 PM
Murphius Murphius is offline
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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  
Old 05-07-2013, 03:30 PM
Bluddy Bluddy is offline
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Originally Posted by Murphius View Post
How did you manage to make the summoned creatures (pets) level based on the players level?
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  
Old 05-07-2013, 04:04 PM
Murphius Murphius is offline
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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  
Old 05-07-2013, 04:09 PM
Bluddy Bluddy is offline
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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.
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  #497  
Old 05-07-2013, 04:37 PM
Murphius Murphius is offline
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Okay. Thanks for the information.
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  #498  
Old 05-08-2013, 06:21 PM
Murphius Murphius is offline
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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.
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  #499  
Old 05-08-2013, 09:35 PM
Bluddy Bluddy is offline
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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.
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  #500  
Old 05-08-2013, 09:58 PM
Murphius Murphius is offline
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Quote:
Originally Posted by Bluddy View Post
For adding constant damage, look for commented out commands like DynamicStatChangeExtraDamage.
I tried adding " DynamicStatChangeExtraDamage " to a skill mastery, at 300 just to test, and it had no effect, spells effected were doing the 5-15 instead of the 305-315 they would have if it worked. Have you tried this successfully?

Quote:
Originally Posted by Bluddy View Post
You also have StatMultMinDamage and StatMultMaxDamage for adjusting the min and max.
I haven't tried these on a spell yet, but it makes me curious what makes a DynamicStat as oppose to a Stat?

DynamicStatMultSkillDamage 0.05 works on spells, I'll have to test if
StatMultMinDamage works. I hope it does.

Quote:
Originally Posted by Bluddy View Post
I don't think there's a way to increase status effect chance with levels.
I've found this to work on changing the status effect chance, to test I had the change bring the status effect chance up to 100% and it seemed to go off 100% of the time. Of course with an original chance of 10% maybe I just got really lucky for 10 minutes... which would be unlucky in the long run.

SkillThunderboltPerLevelAE overrides SkillThunderboltPerLevel
{
Base BaseSkillPerLevel

MinDamage 4
MaxDamage 9

StatusEffectChance 0.02

Power 3
}
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