Is it fairly easy to change primary attack to the full attack? If yes, then I would be grateful if you could upload version with that or give information on how to do it. I went with dual-wielding spellsword before understanding the difference between primary and full attack, and now I feel that my character is kind of borked. Also, would making that change cast the spell twice with full attack? Or how does it works?
Anyone else having issues where the progression table from this mod just doesn't load. I can't get any "imbue" spell while selecting Spellsword as my subclass
Yes, there should not be a compatibility issue. I use his mod as well and never had an issue with using either together. I stopped playing a year or so ago, so I can't say with 100% certainty it will work with any updates he might have made since then, but it did the last time it was tested.
Sorry for delayed response. Have not developed in a while. During original design process I included off hand, but in essence the spell applied twice for one cast and was incredibly imbalanced. So it was modified to only apply to mainhand weapons for balance purposes.
Does the imbued weapon damage stack with the bonuses from sneak attacks of assassins? I know that backstabs also work with spells on +2 ranged and just wondering if that bonus applies to this mod's damage as well
For assassins: I have not tested this, but technically imbue attacks are coded as a weapon attack and should get the full bonus for at least the first (weapon) hit. However, the spells are coded as an "attack on event status" effect that is applied when the attack is made, with the event essentially being "do it now". So after the initial hit I believe you will be out of stealth before the spell goes into effect. However, if you can find anything regarding this for arcane archers, which have been more extensively tested, the abilities are coded in the exact same way and should work similarly.
For backstabs: If a spell will work with backstab an imbue spell should also work because, as mentioned above, you are still making a weapon attack, followed by a "normal" cast of that spell which is triggered on ability use.
Thanks a lot for the quick reply. Is there any way to get this to work with ranged weapons? I know its similar to arcane archer then, but the lack of imbue abilities with that class kinda turns me away from it.
Or is it possible to make a similar mod like this with druid spells? I'm considering dling the unity mod to create something similar. Really having fun with this mod
Regarding Ranged Weapons: The code could easily be rewritten to apply to a ranged weapon in the same way it does the Arcane Archer. I intentionally wrote each ability to specify melee to prevent it from completely overlapping/overwriting the Arcane Archer class and give it a unique feel. But it would be as simple as changing each file in the /design/gamedata folder to reflect it. In the "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp" section (first object section) there are two lines which can be changed (see possible changes in brackets): "Type": "Primary",["Full Attack"] "Range": "Melee",["Ranged" or "None" (none makes it applicable to any range/melee weapon)]
Easy enough to modify with copy/paste, but it would make it much less balanced to be able to get a full attack (which applies spell on both hits) or ranged attack from safety with a free spell for every ability, and would completely invalidate the Arcane Archer class, which was the main reason I wrote it as I did.
Regarding Druid Class: This could also be done, but would require a rewrite of each applicable druid spell, with a unique UUID and appropriate class ID, application on a weapon strike and no self damage on AoEs, and a new progression table with entries reflecting new abilities/UUIDs for only that subclass (and writing exclusions for that subclass into the normal progression table entries for those abilities so both don't show up).
It would be a large undertaking to apply to a new class, even using the code I have as a baseline, and the progression table in this mod would be useless except as a guide on how to modify the appropriate class's table. I'm no longer working on this game, but those are the steps and if you are getting into modding I'm totally fine with anyone using my code as a starting point and modding it to reflect other classes/abilities, or however they want really.
Hey, You've done a great job with mod! I hope to translate your results into Chinese so that more Chinese players can know about it. I hope to get your permission. Looking forward to your response.
Sorry for the delayed response. I'm no longer playing/modding this game, but you or anyone else that want to take the original code and translate/modify/build on it are perfectly welcome to do so.
It would be possible, but I'm no longer modding this game. It to the Druid spell list, but it would require a separate instance of each druid spell as it did for each wizard spell to create a melee version of each. I have no problem with anyone using my code as a baseline though if you or someone else wanted to develop that.
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Also, would making that change cast the spell twice with full attack? Or how does it works?
EDIT: Nvm
How does this work in turn based mode? Are imbues free actions? :)
Does the imbued weapon damage stack with the bonuses from sneak attacks of assassins? I know that backstabs also work with spells on +2 ranged and just wondering if that bonus applies to this mod's damage as well
I have not tested this, but technically imbue attacks are coded as a weapon attack and should get the full bonus for at least the first (weapon) hit. However, the spells are coded as an "attack on event status" effect that is applied when the attack is made, with the event essentially being "do it now". So after the initial hit I believe you will be out of stealth before the spell goes into effect. However, if you can find anything regarding this for arcane archers, which have been more extensively tested, the abilities are coded in the exact same way and should work similarly.
For backstabs:
If a spell will work with backstab an imbue spell should also work because, as mentioned above, you are still making a weapon attack, followed by a "normal" cast of that spell which is triggered on ability use.
Or is it possible to make a similar mod like this with druid spells? I'm considering dling the unity mod to create something similar. Really having fun with this mod
The code could easily be rewritten to apply to a ranged weapon in the same way it does the Arcane Archer. I intentionally wrote each ability to specify melee to prevent it from completely overlapping/overwriting the Arcane Archer class and give it a unique feel. But it would be as simple as changing each file in the /design/gamedata folder to reflect it. In the "Game.GameData.WeaponAttackAbilityGameData, Assembly-CSharp" section (first object section) there are two lines which can be changed (see possible changes in brackets):
"Type": "Primary",["Full Attack"]
"Range": "Melee",["Ranged" or "None" (none makes it applicable to any range/melee weapon)]
Easy enough to modify with copy/paste, but it would make it much less balanced to be able to get a full attack (which applies spell on both hits) or ranged attack from safety with a free spell for every ability, and would completely invalidate the Arcane Archer class, which was the main reason I wrote it as I did.
Regarding Druid Class:
This could also be done, but would require a rewrite of each applicable druid spell, with a unique UUID and appropriate class ID, application on a weapon strike and no self damage on AoEs, and a new progression table with entries reflecting new abilities/UUIDs for only that subclass (and writing exclusions for that subclass into the normal progression table entries for those abilities so both don't show up).
It would be a large undertaking to apply to a new class, even using the code I have as a baseline, and the progression table in this mod would be useless except as a guide on how to modify the appropriate class's table. I'm no longer working on this game, but those are the steps and if you are getting into modding I'm totally fine with anyone using my code as a starting point and modding it to reflect other classes/abilities, or however they want really.
You've done a great job with mod! I hope to translate your results into Chinese so that more Chinese players can know about it. I hope to get your permission.
Looking forward to your response.
is it possible to create a druid version of this?