nycgamer

nycgamer

Joined Member # 3057864
2 Posts 4 Replies 170 Reputation

I've been thinking about it, but I need to get some more experience before I make the attempt. I have some ideas of what I'd want to do, but I am not up to the task at this point.

1 Replies 2,996 Views

I found it a real pain in the butt to try to get anything done with all the abilities residing in one file, so I broke down CoreAbilities.xml into several different files for easier and quicker editing (for me at least). CoreAbilities_ChampionHistory.xml CoreAbilities_ChampionTalent.xml CoreAbilities_ChampionWeakness.xml CoreAbilities_CityUnlock.xml CoreAbilities_Combat.xml CoreAbilities_Injuries.xml CoreAbilities_Player.xml CoreAbilities_PlayerWeakn

0 Replies 1,902 Views

Would this work? For example: Make an ability for each weapon type such as Sword_Proficiency. Use that as a prerequisite for all swords. If there has to be a separate ability for champs and reg. units then the two separate abilities - Sword_Prof_Champ and Sword_Prof_Unit - can be nested within the Sword_Proficiency.

3 Replies 5,605 Views

So then - how do you modify what equipment is available at character creation? If that can be changed\modified that will work for me as well.

6 Replies 4,038 Views

Is it possible to create a talent that will give a created sovereign a group of weapons\armor? Or bundle that in with a profession. For example - make a Barbarian profession that includes some starting equipment? I'm looking to ultimately mod a more traditional character class system with starting bonuses and armor\weapon\spell restrictions. Thanks for any help in advance.

6 Replies 4,038 Views