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Experience mod

Posted: Wed Nov 05, 2014 5:42 pm
by L0771
Yesterday I started making a mod and have some questions. (started here)

1. How can i take "mining_time" and "hardness" from this page?
Code
2. How can i get ingredients and amount from a recipe while i craft something? (i need it for crafting level)

3. How can i get items inside armor equipped?
i need refresh all boots (equipment for movement speed) each time when i get level up, but i can't remove items equipped at armor... If i can get armor items, i can remove that armor and insert a new armor with equipments.
screen
Changelog
PD: Sorry for my english :3

Re: Experience mod

Posted: Fri Nov 07, 2014 4:33 am
by L0771
Version 0.0.2 actualiazada

but i still have the same problems

Re: Experience mod

Posted: Fri Nov 07, 2014 5:02 am
by n9103
Looks neat. Wonder if this could be made into a meta-mod. Something that would persist across saves.
Posting to watch this grow.

Re: Experience mod

Posted: Fri Nov 07, 2014 5:18 am
by L0771
i can make a file and read this every start/load game, for next version :)

Re: Experience mod

Posted: Fri Nov 07, 2014 8:57 pm
by n9103
Cool.
Would be a good idea to include a way to disable this feature for those that don't want the experience across maps.

Re: Experience mod

Posted: Fri Nov 07, 2014 9:26 pm
by L0771
These items are finished, but when i export with makefile, this file saved is out of mod files, you must copy save from "script-output/cursed/save.lua" to __Cursed Exp__/saves (and restart game ...), after all that, you can import to other map (i don't know how to automate this), but if you play with 2 maps, each time when you change the map, must do all that again...

I'm working on talent exchange now...
spoileeer
i thinking some pasives to buy with talents, like teleport, wather walk, hp regen, lifesteal, damage aura... etc