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Author Topic: Lure of Ember Mod Files  (Read 3475 times)

Offline gytfunke

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Lure of Ember Mod Files
« on: March 02, 2015, 02:52:41 AM »
If you want to pick through my mod files for the Lure of Ember, feel free to download it at RGF:

http://www.runicgamesfansite.com/vbdownloads.php?do=download&downloadid=630

I also sent an invite to some of you on my Steam friends list to get it via Steam.

Offline Phanjam

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Re: Lure of Ember Mod Files
« Reply #1 on: March 03, 2015, 08:01:05 AM »
Thanks for this Gyt!

When I have a little more time, I'll refresh myself on the LoE mod direction you set. I wouldn't want to tinker without contributing to the original direction/spirit...



Offline gytfunke

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Re: Lure of Ember Mod Files
« Reply #2 on: March 03, 2015, 03:55:21 PM »
The files are there to use as you wish.  I'm no longer working on it.

Offline Phanjam

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Re: Lure of Ember Mod Files
« Reply #3 on: March 10, 2015, 02:03:48 PM »
Hiyya @gytfunke i have an idea i wanted to just bounce off of you... i was thinking of learning via reverse engineering how u made your skills work off of the stats, to see if i can make a similar skill system that could plug into RnF's overhauled stats system.

Im thinking building both a skill and a stat system from scratch is too much for one go. Then you had all your quest ideas and level-building in there at the same time and i kinda see why you decided to give this a rest.

But i really like your classless char concept and want to move it forward somehow. So im thinking "modular" (yeah that word again).

Like start from the stat system you and RnF already made and then add those classless skills. When thats stable it can always be expanded (both stats and skills). And the quests and levels would be a separate module (maybe even 2 separate modules).

So just wanted to share that with ya ;) if i have questions about the skill system can i ask u about that?



Offline gytfunke

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Re: Lure of Ember Mod Files
« Reply #4 on: March 10, 2015, 03:43:47 PM »
I'm always up for questions, Phanjam ;)  And I think that sounds like a great use of the files.

Offline RnF

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Re: Lure of Ember Mod Files
« Reply #5 on: March 10, 2015, 10:20:26 PM »
I'm always up for questions, Phanjam ;)  And I think that sounds like a great use of the files.

Ditto and ditto!

And gyt, been play-testing my overhaul mod and it feels so good, Elite is actually kind of hard (playing Outlander).  Item progression is much slower (I think that's good).  I still love the stat changes you were able to implement, things make a lot more sense now when it comes to items and their stats.  Not sure what Runic was thinking with Dexterity....
« Last Edit: March 10, 2015, 10:25:23 PM by RnF »

Offline gytfunke

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Re: Lure of Ember Mod Files
« Reply #6 on: March 10, 2015, 11:14:58 PM »
Thanks, RnF!

Hey, Phanjam.  If you're going to use the unlocking skill tree setup, I'd suggest packaging it with the locking hotbar function as well.

The only trick with the hotbar function is that it requires a stat to be set in an area to indicate whether it should be locked or not.  You could set it as a dungeon affix on each town so it only unlocks when you're there.

Offline Phanjam

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Re: Lure of Ember Mod Files
« Reply #7 on: March 11, 2015, 12:22:20 AM »
Thanks, RnF!

Hey, Phanjam.  If you're going to use the unlocking skill tree setup, I'd suggest packaging it with the locking hotbar function as well.

The only trick with the hotbar function is that it requires a stat to be set in an area to indicate whether it should be locked or not.  You could set it as a dungeon affix on each town so it only unlocks when you're there.

Are you referring to how the skills are all on 1 pane now that scrolls left&right? Okay but given my skill level i feel i need to get comfy with the skills themselves first  :P (how the whole based-off-stats thing works). But yeah i love that feature!



Offline gytfunke

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Re: Lure of Ember Mod Files
« Reply #8 on: March 11, 2015, 10:25:30 PM »
Nah.  I changed the hotbar so that you could only slot up to 4 skills at a time on it and 4 consumable items.  You can also only change the skills and items while in town.

Offline Phanjam

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Re: Lure of Ember Mod Files
« Reply #9 on: March 12, 2015, 05:28:04 AM »
Oh yeah sorry, i remember what u mean now.

Yes will leave that as is.



Offline Phanjam

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Re: Lure of Ember Mod Files
« Reply #10 on: March 12, 2015, 03:45:26 PM »
Hi gyt! I had this simple notion to just look inside the skill .DATs, look at how the skill's REQUIREMENTS work and take it from there. I found equipment requirements, but didnt see how the skills require any of the stats :(

Sorry for being so dense but could you give me a rundown of how the skills require stats. I will also read up on how to require other skills as i think that'll be needed too somehow...

Thanks for any help!



Offline gytfunke

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Re: Lure of Ember Mod Files
« Reply #11 on: March 12, 2015, 05:25:29 PM »
Hey PJ,

I didn't realize you were looking for the stat requirements to learn the skills.  Those are a part of the skill tree UI itself, 'skill_tree_loe'.  There should be a folder under each skill tree named something like 'STAT UNLOCKS', 'STAT REQS' or something.  I don't actually have them set to anything right now, but to add the stat requirements, you just modify the 'stat evaluator' widget.  Those are named something like 'T1S1 Req'.

Change it to the correct stat you want, e.g. 'Player magic stat'.  Add the desired stat value to require and you're golden.  The skill button itself won't be able to be clicked until the character has met the stat requirement.


Offline Phanjam

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Re: Lure of Ember Mod Files
« Reply #12 on: March 12, 2015, 11:44:54 PM »
A-ha! Okay so its set through the .LAYOUT of the tree, not some setting in the skill .DAT? I will open the tree .layout in GUTS then.

Thanks gyt! I'll be back! (Schwarzeneger voice)



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