I dont believe you can increase either starting skill points or trait picks over 2Falkenwrath wrote:Ok got my own class to show up and everything thank you. Now I have to try and figure out how to modify the amount of starting skill points and traits if possible. I want to give humans 3 skill points at first level instead of 2 / and to give farmers three traits instead of two.
EDIT::
is it possible to completely replace the premade classes with your own so they don't show up?
Here is an example of over writing a class... but as has been explained, you dont need to... just dont import all standard assets initially, just import your classes.lua (wherever you have defined them)
change of fighter to Pit Fighter (some of it is custom stuff requiring other scripts - dont worry, this is just an example - some traits can be added into the Class Trait def OR can be added through scripts immediately when you start up the mod - there may be a simpler and easier way to manage this)
Code: Select all
-----------------------------PIT FIGHTER
defineCharClass{
name = "fighter",
uiName = "Pit Fighter",
traits = { "melee_specialist"},
optionalTraits = 1,
skillPoints = 1,
}
defineTrait{
name = "fighter",
uiName = "Pit Fighter",
icon = 96,
description = "A Pit Fighter from the Rapax Fire Pits, you are a master of melee combat and survive with brutal and swift efficiency. No other profession can match your skill in wielding a wide variety of close combat weaponary.",
gameEffect = [[
) Health 70 (+8 per level), Energy 35 (+4 per level).
) Strength +1 or Dexterity +1 / Lvl.
) Melee weapon Special Attack build up times reduced 50% & costs reduced 25%.
) (Weaponeer) Light & Heavy Weapons skills advance equally.
) (Endurance) Max Load increased 15% & food consumption reduced 15%.
) (Non-caster) You start with no Spellbooks.]],
onRecomputeStats = function(champion, level)
if level > 0 then
local lvl = champion:getLevel()
champion:addStatModifier("max_health", 70 + (lvl-1) * 8)
champion:addStatModifier("max_energy", 35 + (lvl-1) * 4)
end
end,
}
Isaac, is that a custom Naga race inventory background I see???Isaac wrote:That's pretty cool, and unexpected. I'm genuinely surprised at that change in design. I'll have to examine that then.minmay wrote:Yes. The scripting reference explains how to define custom races, classes, skills, and traits under "Asset definitions". You can also download the asset pack to look at the definitions for all the standard races, classes, skills, and traits. The new items will appear on the party creation screen by default. There is also no need to keep all the standard races/classes/skills/traits in your mod, although you'll get a lot of console spam in the editor if you exclude default skills.
Just tried it out and it works marvelously. [New tricks ]