How do I add multiple skills to starting gear?
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How do I add multiple skills to starting gear?
I want to diversity the class starting gear sets. For sorceress, I want to give that short staff +1 to charged bolt and +1 to ice bolt, in addition to the +1 to fire bolt that it already has. Then I want to give her an eagle orb which has +1 to warmth. I can give the characters the base items just fine, but I don't know how to add more than just one skill to one item.
While I'm at it, is there a way to change starting mana other than by changing starting energy? I see they all have a life bonus but no mana bonus.
While I'm at it, is there a way to change starting mana other than by changing starting energy? I see they all have a life bonus but no mana bonus.
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Re: How do I add multiple skills to starting gear?
Hi! First, I do not have the resurrected version so take this as a "it should work"...
The "best" way to do what you want (with a little item adding) would be give special "items" to your character on creation (charstats) and to create 3 new cube recipes (cubemain) (for staff & orb + special item)
- In charstats, add on a free item slot "box" (that's the cube). I always start with it, I find this very very useful!
- Add 3 special items (itemXcount 3) to charstats (item1 to item10 is given on character creation). like 3 "ear" (player kill trophy). (also add "orb" if sorcerer doesn't start with it)
- Create 3 new recipes in cubemain (with numinuputs at 2 since they all have 2 inputs: the weapon and the ear)
Recipe1: input short staff (code: sst), ear / output: useitem, mod#: att-skill, mod#param (38 for charged bolt, 39 for ice bolt), mod#min&mod1max at 1
Recipe2: input eagle orb (code: orb), ear / output: useitem, mod1: att-skill, mod1param (37 for warmth), mod1min&max at 1 too...
Hope this helps!
Vortaka
P.S. I am sorry, I do not know if it's possible to add skills in "charstats" (I do not think so cause the columns are missing... And who doesn't like the cube?!
The "best" way to do what you want (with a little item adding) would be give special "items" to your character on creation (charstats) and to create 3 new cube recipes (cubemain) (for staff & orb + special item)
- In charstats, add on a free item slot "box" (that's the cube). I always start with it, I find this very very useful!
- Add 3 special items (itemXcount 3) to charstats (item1 to item10 is given on character creation). like 3 "ear" (player kill trophy). (also add "orb" if sorcerer doesn't start with it)
- Create 3 new recipes in cubemain (with numinuputs at 2 since they all have 2 inputs: the weapon and the ear)
Recipe1: input short staff (code: sst), ear / output: useitem, mod#: att-skill, mod#param (38 for charged bolt, 39 for ice bolt), mod#min&mod1max at 1
Recipe2: input eagle orb (code: orb), ear / output: useitem, mod1: att-skill, mod1param (37 for warmth), mod1min&max at 1 too...
Hope this helps!
Vortaka
P.S. I am sorry, I do not know if it's possible to add skills in "charstats" (I do not think so cause the columns are missing... And who doesn't like the cube?!
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Re: How do I add multiple skills to starting gear?
Interesting workaround, but new characters don't even have a horadric cube to start with. I also thought of making unique items, but I don't think I'd be able to avoid them having gold text. I was hoping for an easy direct solution.
edit: I realized I could make new items with automods! But I am encountering two new problems in doing this:
1.) the item graphics only show up in legacy mode
2.) the automods do not apply to the item when it spawns on a new character
edit: I realized I could make new items with automods! But I am encountering two new problems in doing this:
1.) the item graphics only show up in legacy mode
2.) the automods do not apply to the item when it spawns on a new character
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Re: How do I add multiple skills to starting gear?
For the horadric cube, as stated in my previous post, you'll need to add it (code: "box") in a slot (itemX) in "charstats"...thereaverofdarkness wrote: ↑Thu Jun 09, 2022 4:44 amInteresting workaround, but new characters don't even have a horadric cube to start with. I also thought of making unique items, but I don't think I'd be able to avoid them having gold text. I was hoping for an easy direct solution.
So, the workaround is adding the cube and the items (orb/2 ear) to "charstats", the 2 recipes to "cubemain" and to merge them when in game as a new character...
Note: There may be a way to add them in "weapons" or even "automods" as you pointed, but I do not know...
Vortaka
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Re: How do I add multiple skills to starting gear?
I also don't want to give horadric cubes to fresh characters, nor do I want the player to need to know a recipe in order to access their starting equipment. Thanks, though.
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- Angel
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Re: How do I add multiple skills to starting gear?
Well, one thing to consider is that players with a cube... aren't necessarily going to have reagents to USE it :p so it's not like it makes you OP.
Currently working on making an Andariel Player character.
Status of my Mod: Assimilated
Status of my Mod: Assimilated
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Re: How do I add multiple skills to starting gear?
Even if they did have the reagents to use it, it still wouldn't be OP. I like the story progression of finding it.marhawkman wrote: ↑Sat Jun 11, 2022 9:39 pmWell, one thing to consider is that players with a cube... aren't necessarily going to have reagents to USE it :p so it's not like it makes you OP.
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- Angel
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Re: How do I add multiple skills to starting gear?
well, yeah, I guess... that works on Normal anyways...
Currently working on making an Andariel Player character.
Status of my Mod: Assimilated
Status of my Mod: Assimilated