Please, help with scripting new traits
Posted: Fri Sep 09, 2016 2:59 am
Hello all. I've been recreating a lot of the skill trees from the ground up (mostly making new traits and moving about old ones to different skills) but I've run into some issues with certain traits.
Firstly, I've been trying to make the armor_expert trait (the one that halves the weight of equipped armours exclusive to knight) into a part of the armour skill tree but for some reason the game won't recognise this change. I thought this was down to it being a class trait, but I managed to change the shield_expert trait without any issues. Does anybody know why the armor_expert trait is so finicky? I've been having issues with the Dual Wield traits as well (all 3, the basic one, the improved one and the rogue one), no matter what I try with these they won't work outside of the default skill tree. I understand that a lot of things are hardcoded, but I've only been moving things to different skill trees, I've not been editing these skills at all, and everything I tried worked with the shield_expert trait, which is why its confusing it doesn't work with the others.
Failing that, I've been working on a sort of replacement trait for armor_expert if it doesn't work out. (Bit of blurb here about my reasons for the changes, feel free to ignore = In a nutshell, I wanted a greater distinction between 'tanky' characters and 'evasive' characters, and to do this I removed all means to acquire the heavy_armor_proficiency trait, and also removed the heavy_armor trait from all heavy armour sets, but instead heavy armour has a baseline evasion debuff, but with a protection buff to make up for the difference (this is why I added the armor_expert trait to this skill tree, as mentioned above). While I'm here, could I ask if this would be a good idea? How powerful is evasion compared to protection in general? I hope this all makes sense.)
For my replacement trait I tried to have it give an additional buff to protection if the champion has a piece of heavy armour equipped. This would ideally be a small buff for each piece say +5, but if you have a whole heavy armour set equipped it would be buffed to +25 protection (on top of the protection gained from the armour itself). Does this sound ok, or overpowered/underpowered? The reason I ask is I've not got the trait to work yet so I can't test it . I'm probably missing something obvious, so here's the script I have for the trait. Its probably junk, but I'm still learning...
Along the same lines, I've been trying to create another trait that decreases the cooldown on ONLY spells by 10%. But again I can't figure out how this script should be written, of if its even possible.
Its tough wrapping my head around all this jargon, lol. Sorry for the lengthy post but I wanted to get a few questions in to avoid spamming the forum. Many thanks in advance.
Firstly, I've been trying to make the armor_expert trait (the one that halves the weight of equipped armours exclusive to knight) into a part of the armour skill tree but for some reason the game won't recognise this change. I thought this was down to it being a class trait, but I managed to change the shield_expert trait without any issues. Does anybody know why the armor_expert trait is so finicky? I've been having issues with the Dual Wield traits as well (all 3, the basic one, the improved one and the rogue one), no matter what I try with these they won't work outside of the default skill tree. I understand that a lot of things are hardcoded, but I've only been moving things to different skill trees, I've not been editing these skills at all, and everything I tried worked with the shield_expert trait, which is why its confusing it doesn't work with the others.
Failing that, I've been working on a sort of replacement trait for armor_expert if it doesn't work out. (Bit of blurb here about my reasons for the changes, feel free to ignore = In a nutshell, I wanted a greater distinction between 'tanky' characters and 'evasive' characters, and to do this I removed all means to acquire the heavy_armor_proficiency trait, and also removed the heavy_armor trait from all heavy armour sets, but instead heavy armour has a baseline evasion debuff, but with a protection buff to make up for the difference (this is why I added the armor_expert trait to this skill tree, as mentioned above). While I'm here, could I ask if this would be a good idea? How powerful is evasion compared to protection in general? I hope this all makes sense.)
For my replacement trait I tried to have it give an additional buff to protection if the champion has a piece of heavy armour equipped. This would ideally be a small buff for each piece say +5, but if you have a whole heavy armour set equipped it would be buffed to +25 protection (on top of the protection gained from the armour itself). Does this sound ok, or overpowered/underpowered? The reason I ask is I've not got the trait to work yet so I can't test it . I'm probably missing something obvious, so here's the script I have for the trait. Its probably junk, but I'm still learning...
Code: Select all
onRecomputeStats = function(champion, level)
if level > 0 then
local item3 = champion:getItem(ItemSlot.Head)
if item3 and item3:hasTrait("heavy_armour") then
champion:addStatModifier("protection", 5)
end
end
end,
Code: Select all
onComputeCooldown = function(champion, weapon, attack, attackType, level)
if level > 0 and attackType == "castSpell" then return 0.9 end
end,