PROGRESS UPDATE:
- Test mod built (Please check attachment)
> Armor Fix Fixed (V2) is already included on this build, this replaced and removed the old Armor Fix mod. Take note that I have no idea what this new version would look in-game but guessing from the data, this will work as intended. The innate effect of -25% (steffire3 & I changed it to -15%) All Damage Taken for Berserkers and Engineers are still intact, even though the original Armor Fix V2 removed them. If removing them is a better choice then please let know.
> I compiled everything I coded so far and applied plausible fixes. This includes the original list by steffire3 and bugs list by Sch123. Let me know if I left any and/or there's new to be fixed.
> Do note that the proposed additional animations and animation tweaks are still out in the open for anyone to provide solution. But I think I have fixed the issue regarding animation links and alternatives inside each class unit data, in regards to execution of skills for various weapon types. Please let me know if I failed and/or there's more to fix.
- Concerns:
⁃ Idea from [ADDED SKILLS FOR ENGINEER]: Engulfing Flame Bot [Active Skill]
But change flame shooting animation with skill "Fire Eater" from the Double Agent Class.
I have to pass on this for now, as I don't have the mod files for this class.
@steffire3 if you have time, add this to your to do list. Thanks!
⁃ Idea from [ADDED SKILLS FOR ENGINEER]: Artillery [Active Skill]
But change shooting animation with skill "Cannon Ball" from the Dread Pirate Class.
I have to pass on this for now, due to cannon ball is a different skill from blastcannon. Specially, cannon ball has a missile die event on which after the missile hits the target, it will generate a second source of damage. We need to discuss over this.
⁃ Idea from [ADDED SKILLS FOR ENGINEER - Shield Shock]
I think no need to replace Shield Shock skills with other skills, only I suggest to add effect “active when attacked at HP 50% or below, you have a 1-15% chance to cast full heal” [Passive Skill]
I may have to get over this on my next coding as this proposition seems incompatible with the current setup of the added skill. Shield Shock skill is triggered by blocks, should I add self targeted effect along with the electrify effect and gets the chance to have a full heal on each block event or should I give this full heal its own triggerable based on everytime the player gets struck?
> Still left, added skills for Embermage, Berserker, and Outlander. I would like to encourage the proposed added skills by Sch123 but I'm afraid that those would have to be built from scratch. My counter proposal would be to fill up the remaining classes with existing skills from custom classes, just to make the skilltree complete for the mean time. If it fits perfectly, then we don't change it. But if we cannot find a proper fit, then only then we would go for the hassle of work on building our own skill(s).
> Lastly, at your ideal time, please provide a new list of needed fix and changes.
Update:
- Included the cast skill effect for Fire, Ice, and Lightning Brand Skills
- Fixed the animation links / alternatives