Aviex
September 17, 2016, 4:16am
1
I started working on my new mod class today. The next class mod I am adding is for the Enchanter.
#The Enchanter
The enchanter will be that ‘end-game’ crafter that you’ve always wanted. The enchanters role is to add well… enchantments to weapons/armors.
You want a flaming broadsword? The enchanter will deliver just that.
You want a set of silver platemail that gives you bonus healing? Enchanter can deliver that too!
Just curious what crowd likes this modd.
I want this mod
This mod isn’t for me
I’ll wait to get this mod
Updated:
Old additions:
Rune system, craft blank runes with the Potter and enchant them with the Enchatner
New Element! Earth! takes that old weapon and gives it a ‘rock solid’ twist
New additions:
Mithril Ore
Mithril Ingots
Mithril Weapons for Archer/Knight
#Download
Alpha 19[v3.0]
#Enchanter Expansion
Adds onto this ‘combat theme’ I have going by adding onto this mod
I have seen many complaints about how knights cannot beat archers unless they corner them, and footmen although they’re supposed to be able to, cannot beat them either.
So I decided to make a mod adding a class that’d fulfill that role.
#The Assasin
[image]
[image]
The class will have high attack speed, medium damage, and move very swiftly. Also having health similar to that of Footmen. Will dual wield scimitars and is strictly a damage dealing class.
Has 2 speed up buffs, 2 damage up buf…
#What does it add?
#Footman ’'s Mithril Battle Axe
#Assassin ’s Mithril Scimitar & Dagger
13 Likes
Aviex
September 17, 2016, 4:19am
2
First look at the enchanter in-game.
Aviex
September 17, 2016, 4:42am
3
Alright, cool cool. Got the empty crafter in-game. Now to add that workbench in(already done), adds some level up data and make an icon for it
EDIT:
Workbench added in, has a neat little blue glowing effect.
5 Likes
Majora
September 17, 2016, 10:42am
4
Looking good! I really like what you’ve done so far.
Bkman
September 17, 2016, 3:14pm
5
Nice job dude, hope to see this mod up and working some day.
Aviex
September 17, 2016, 7:27pm
6
Got my first enchanted variant of a weapon in.
The Fire variant of the Two Handed sword, it has a chance to set enemies ablaze.
1 Like
Aviex
September 17, 2016, 7:29pm
7
Does anyone know if it’s possible to add particle/light effects to weapons?
@jomaxro @Wiese2007 @Relyss any of you know?
I tried adding a “stonehearth:lamp” effect to the sword(the one that’s on the workbench) but it didn’t appear to work.
1 Like
jomaxro
September 17, 2016, 7:30pm
8
I’m fairly certain it is, but I am not the right person to ask! Relyss or Wiess would likely be much better to assist with this.
Aviex
September 17, 2016, 7:33pm
9
It appears I wasn’t thinking correctly, I forgot the workbench effect is set to only be active at night.
Still not sure why I can’t get a fire effect(the one that appears on burning enemies) to appear on the sword.
Aviex
September 17, 2016, 7:38pm
10
I have fixed my own problems…
Here’s a flaming sword.
I gotta move the fire up the z, I wish it could emit along the blade.
3 Likes
Aviex
September 17, 2016, 8:31pm
11
I’m currently trying to make ‘elemental’ weapons by adding debuffs they’d apply on-hit at a % ratio of applying.
But it appears that when you add this
"stonehearth:buffs": {
"inflictable_debuffs": {
"infection": {
"uri": "enchanter:buffs:enchanted_ice",
"chance": 0.2
}
}
}
to apply this
"duration": "15m",
"repeat_add_action": "renew_duration",
"modifiers": {
"speed": {
"multiply": 0
}
}
to a weapon the “chance”: variable of the infection almost doesn’t matter at all?
I’ve set it to 1.0(which should be 100% accurate) and I’ve lowered it by .1 until it was 0.0 and it almost always(read the edit) applied the debuff unless the chance was completely 0. Anyone from TR know if this is if a bug with any of the inflict debuff behavior or if this is only a bug if one is trying to add it to something that isn’t an ability?
Seems like it’s an all-or-nothing case.
@linda @brad
EDIT
So I did more testing and when I had it set to .1(which should be 10%) it actually failed to apply the debuff! But then swiftly applied it on the next hit. And then applied it on the first hit on the next target…
Either I’m getting really lucky and beating the odds or 0.1 isn’t a true 10%.
Aviex
September 17, 2016, 9:21pm
12
I currently have an ice and fire variants of the two-handed sword in.
If anyone wants to try it out and test it before it’s done reply to this and let me know.
Aviex
September 17, 2016, 9:25pm
13
To anyone who’s seen my other mod
I have seen many complaints about how knights cannot beat archers unless they corner them, and footmen although they’re supposed to be able to, cannot beat them either.
So I decided to make a mod adding a class that’d fulfill that role.
#The Assasin
[image]
[image]
The class will have high attack speed, medium damage, and move very swiftly. Also having health similar to that of Footmen. Will dual wield scimitars and is strictly a damage dealing class.
Has 2 speed up buffs, 2 damage up buf…
Yes, you can DOUBLE burn targets.
1 Like
Aviex
September 17, 2016, 11:02pm
14
I have released a Test build for the mod, it requires @Froggy ’s cookmod for a small necessity in a recipe.
Let me know what you think of the small things I have added now, I will work to make a few more ‘elemental’ variants before expanding the number of weapons that can be enchanted.
Unatan2
September 18, 2016, 1:24am
15
Heya Aviex, only problem I’ve found was there isn’t a crafting icon in the “Crafters” easy access UI, other wise all seems to work fine, made the swords, couple footmen armed and are using them.
1 Like
Aviex
September 18, 2016, 1:41am
16
Oh yeah, forgot about that…
Also the swords are tiered like ICE>FIRE>basic
1 Like
Aviex
September 18, 2016, 2:18am
17
I have added it now, the download is updated.
1 Like
Aviex
September 18, 2016, 2:56am
18
Working on a part of the mod that’ll play a major role in the weapons.
Hunyo18
September 18, 2016, 5:15am
19
so footmen will prefer ice over fire swords if both are available? why not make it switchable like the archers quiver?
Aviex
September 18, 2016, 5:20am
20
Archers put all the arrows in the same quiver and alternate between which they’re using.
You can’t have the footmen equipping all the swords. Sadly, and they’re a bit more ‘expensive’ than arrow quivers.
I am looking to figure out how to make a separate mod where you can control what gear a unit will use when there’s multiple of the same iLevel(determination to what they use).
2 Likes