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Author Topic: Variant Classes Mod Information  (Read 81799 times)

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Re: Variant Classes Mod Information
« Reply #150 on: »
Wow cool, Is the light color dependent of the given gems?

Re: Variant Classes Mod Information
« Reply #151 on: »
 Thanks @Kva3imoda for completing the lightsaber :)

Re: Variant Classes Mod Information
« Reply #152 on: »
Yes, thanks for making good stuff @Kva3imoda  :D

Re: Variant Classes Mod Information
« Reply #153 on: »
Wow cool, Is the light color dependent of the given gems?
You mean Socketables? No, although it would be cool.  I think that it is possible to realize this only in one way - to replace all kinds of elemental particles, but this will affect the whole game. This means changing the crystal you change the type of damage - and this should change the type of particles.

Thanks @Kva3imoda for completing the lightsaber :)
Well, technically, they are not finished, I have not made icons, stats and more. I do not have complete lightsabers, only concepts.  :)

Re: Variant Classes Mod Information
« Reply #154 on: »
Hey @Kva3imoda about sparks from lightsaber strikes, yes it should be possible. I'll experiment when i have some time ;)


Re: Variant Classes Mod Information
« Reply #155 on: »
about sparks from lightsaber strikes, yes it should be possible.
You want to try the effect "to cast on hit"? If the item has a hidden effect, which must cast the skill "sparks". I think this should work.

Re: Variant Classes Mod Information
« Reply #156 on: »
Is the concept the same as the Indicators Premium Mod made by @doudley ?
When we do a critical attack it will trigger slash animation.

Re: Variant Classes Mod Information
« Reply #157 on: »
@Sch123, well, in some way. In any case, we need to try different options.

Re: Variant Classes Mod Information
« Reply #158 on: »
You want to try the effect "to cast on hit"? If the item has a hidden effect, which must cast the skill "sparks". I think this should work.
Yes that's the method i was thinking of 8)

Is the concept the same as the Indicators Premium Mod made by doudley?
When we do a critical attack it will trigger slash animation.
I think doudley edited the UNITTHEME that is used when the attack is a critical one. But we can't use that method to make sparks for the lightsabers because then all weapons will give sparks when they crit :D

Also we want the sparks to happen on all lightsaber attacks, not just crits. So i think CAST SKILL ON STRIKE is probably a good choice  ;)
« Last Edit: January 22, 2018, 06:53:29 am by Phanjam »


Re: Variant Classes Mod Information
« Reply #159 on: »
I get it now, if using the existing way on Indicators Premium then it will apply to all types of weapons. But if you want it to apply for Lightsaber only, then CAST SKILL ON STRIKE is a good choice.  :D

Re: Variant Classes Mod Information
« Reply #160 on: »
Hi @Viz

Are you going to add an Elemental Brute class on next update?
Because you've got permission from @Korzeam to be included in Variant Mod. Thanks to @steffire3  ;)

Re: Variant Classes Mod Information
« Reply #161 on: »
Hi @Viz

I think, fish for Miku Chibi & Guardian should be put in the "fish merchant", to make it look more organized.  :)

Re: Variant Classes Mod Information
« Reply #162 on: »
Hi @Viz
Are you going to add Elemental Brute class to Variant Mod next update?

Re: Variant Classes Mod Information
« Reply #163 on: »
Hi @Viz

I'm not sure if this is a bug or not, I found a bug on the Emberblade class, in Distrupt skill. It looks like the skill is not working properly. The skill does not damage the opponent.

I also have a question about Iron Will's passive skill, it says that ice damage reflects. Does that mean if I hit an ice attack then the attack will be reflected ?. Or if I get attacked then the attack will reflect an ice attack?. And also can you add passive skill chance to block into Iron Will skill ?. :)

Can you also remove Emberblade Basics info? because it's a bit annoying, always appear even without me pressing the (+) button. :( , at least do not let it appear itself.
« Last Edit: March 21, 2018, 03:26:47 pm by Sch123 »

Re: Variant Classes Mod Information
« Reply #164 on: »
I also find peculiarities in LightWarden class skills. Skill Eruption, at rank 2 cost mana skill becomes 2 and so on until level 100 cost where for skill it does not change. And also the duration of cooldown skill is very short. Is that supposed to be like that?

And also the Ancient Knowledge skill, no effect has changed. Even though I have reached level 100 and the skill rank is 15 [+0 Health & +0 Physical Damage]. But sometimes it increases, I do not know what happened.

It would be great if you could also provide unique Charge Skills for the LightWarden class, instead of using Charge skill Engineer. :)

 

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