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Skill mod
Posted: Mon Nov 03, 2014 9:23 pm
by L0771
Hi, i'm thinking in a mod with experience.
You have a level general, craft level, combat level, exploration level, constructor level, farmer level, destruction level (ideas...), and so on...
Each one can buff a stat (life, crafting speed, attack damage, run speed...) or give you an active skill (shield, heal, bombs...)
Maybe with talents... Xd
Is possible make this mod?
Re: Skill mod
Posted: Tue Nov 04, 2014 8:25 am
by Devcod
It is possible to create mod like that, but not necessarily with all things you wrote about.
For sure you can modify health (not sure about max health; I think I saw "game.player.character.maxhealth" somewhere), health regeneration (not directly; you can make player lose health if you want), mining and crafting speeds (they can be negative).
If you are interested in more information/help just post and I will try to help you.
It is possible to do many things without direct API but it takes time and some thinking.
Re: Skill mod
Posted: Wed Nov 05, 2014 12:30 am
by L0771
i don't know how to start
![Smile :)](./images/smilies/icon_e_smile.gif)
Re: Skill mod
Posted: Wed Nov 05, 2014 12:43 am
by JamesOFarrell
L0771 wrote:i don't know how to start
![Smile :)](./images/smilies/icon_e_smile.gif)
Start here. When you get a handle on it start looking at the player entity definition, you can make a bunch of upgraded player entities (by deep copying the tables) and swap them out with the current player when the research is complete, watch out for power armor!
Re: Skill mod
Posted: Wed Nov 05, 2014 7:29 am
by L0771
Thanks you.
I started creating an axe, all items mined with this axe, gives you experience, and only give bonus when you use this axe. Should do that...
Continued here