Scripting Traits
Scripting Traits
I wanted to know if it was possible to create a trait similar to Armor Expert and Shield Expert. I wanna create classes that are for specific types of weapons and will start with a slight bonus for those times. Like a Light Weapon Expert or Heavy Weapon Expert type script that will provide 20% - 30% boost for characters that start as that class.
Re: Scripting Traits
generally yes. Depends if somebody will be able to write a script for it. Maybe specify precisely what trait you want to make and hopefully somebody will help.
Re: Scripting Traits
If I knew anything about scripting, I could try it myself. LoG2 is the first game I've tried modding to add classes and traits so I'm not really sure about what I'm doing. I just wanted to know if someone could script in a "lower_weapon_expert" trait and a "heavy_weapon_expert" trait that would do something similar to the "armor_expert" and "shield_expert" traits. I'm not looking for anything game breaking but something that would help focus my characters a little more.
Re: Scripting Traits
In the traits.lua file I created this as an example. Just to show what I was looking for. I'm not sure if putting it in the .lua file is all I'd have to do or if I'll have to make changes to something else as well.
Example:
defineTrait{
name = "heavy_weapon_expert",
uiName = "Heavy Weapon Expert",
icon = 6,
description = "Increases damage of equipped heavy weapons by 15%.",
}
The icon I chose is the one for "two_handed_mastery"
Example:
defineTrait{
name = "heavy_weapon_expert",
uiName = "Heavy Weapon Expert",
icon = 6,
description = "Increases damage of equipped heavy weapons by 15%.",
}
The icon I chose is the one for "two_handed_mastery"
Re: Scripting Traits
Something similar was accomplished in this thread. However, it's not a simple solution as it requires an external script and modifying the definition of every weapon you want to be impacted by your trait. I do not know of a better way to do this though.