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About Armakoir

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    (3) Conjurer

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  1. Thank you for your kind words. I do have thoughts about a warlock/necro/alchemist = animancer type class, but I intend to redo the existing classes first. As for an ETA, a rough estimate would be a couple months for a tested release with all the classes. I'd rather not release classes piecemeal. The work actually isn't that time consuming (perhaps I've just honed my Ctrl-F skills), it's just a lot of changes.
  2. This is a very cool idea, but I don't think we have access to autoattack as a modifiable ability. That said, since each attack is fairly deliberate in turn based mode, perhaps an active ability could be created that costs nothing to use or train, would be selectable (ie situationally optional) during combat, and could get pretty close to the functionality that you're describing. The hardest part would be the finisher/off-hand animation. That may not be something that can be singled out like I think the mainhand attack can be. But this idea is worth researching and testing to find a solution.
  3. I'll explain with an example. Example 1 The barbarian ability tree has Frenzy as a basic ability for all barbarians. The Berserker subclass adds an Uber Frenzy and does exactly what you're saying: it makes the basic Frenzy invisible for only the Berserker. But, the code to make Frenzy invisible is contained within the basic Frenzy entry itself and not within the added Uber Frenzy entry. So, once Frenzy is implemented into a progression table it cannot be individually modified by an outside mod and the only way to add this invisibility is to override the entire existing barbarian progressi
  4. I have time and energy now and I want to work on an update for the Class Project mod. And by "update" I mean I want to completely rebuild the mod from the ground up. I am creating this thread as a place to share my plan and progress and to receive input from those who have it (both in general about the mod and more specifically about skills or abilities). I'm also hoping that either experienced modders or those simply wanting to learn and help would be interested in sharing some of the work load or allowing me to incorporate their ideas into the Class Project. The Gist With 4.1, we
  5. For 1, can you just refund the minimum requirement as part of the ability? Or is part of the problem that you want the calculation to be based upon 40 (ie, the pre-ability focus value)? For 2, there is a work around for making a spell a weapon attack. IIRC, the vanilla fighter ability Clear Out is an example. Basically, Clear Out is an AOE "spell" that inflicts weapon damage. This might do what you're trying to accomplish: maintaining primary weapon damage but not increase the SE damage via Sneak Attack, etc.
  6. So, it looks like this new capability does not allow us to modify existing entries on a class progression table (ClassProgressionTableGameData). I have not researched the "modify" potential of the CharacterProgressionTableGameData but I'm assuming it is the same. I guess I just misread and assumed that that was the new capability. So, if we want to remove, rearrange, or reconnect existing abilities we have to still override the entire progression table. Can anyone else confirm?
  7. With v4.0 Real Time, there are no issues. With Turn Based, I'm working on an update.
  8. It looks to me like removing an ability from a progression table is actually just making it invisible via the VisibilityConditional. I've started using the conditional "Boolean AlwaysFalse()" as a means for making something invisible. When you upgrade an ability you're actually training a new ability and removing the old, hence the RemoveAbilityID. This would not function to remove an ability from the PT completely though. Interestingly (in previous version; untested in 4.1), I could RemoveAbilityID while having a "0000-" in the AddAbilityID without causing problems. RequiresAbilityID
  9. Looking at the code (but not having actually used the Blood Mage), I think this might be pretty complex to achieve. I do not know of conditionals that would work (but perhaps they've been added recently?). That said, there may be a way to change the self-attack into a series of self-attacks that allow for the functionality you desire. I like the idea you're suggesting; it makes a lot of sense. I'll try to look into it more.
  10. It's part of my Class Project mod. As of this post, I've uploaded a possible fix to Steam. Please let me know in the coming days if the bug persists. If the debuff does not disappear on it's own, try a retraining of the effected character.
  11. "AttackTargetOnEventWithChance" is not a valid StatusEffectType. For Rooting_Pain_SE_EventOnWound ( "b467966d-0ad5-424e-aa0a-b2d9d0ecf327" ) change the StatusEffectType to "ApplyStatusEffectOnEvent" (BaseValue is not used with this StatusEffectType).
  12. Because the menu for backgrounds does not scroll, therefore you're limited to 17 possible backgrounds per culture. There are no mods that allow you manually assign skill points independently of other choices. Maybe it's possible with scripting, but I don't think anyone is really getting that in depth with the code.
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