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Question about adding "things" on custom weapons


Brinnus

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Hi all! I am making my first mod, a 2h sword for my arcane warrior/battle mage with some nice buffs and visual effects (i love the blue flames of the spirit damage)

 

my questions are:

 

how can i add slots for the runes?

 

in the weapon (item) proprieties is the % chance to ignite the target, how can i make it work (100% chance of ignition and was not working)? (oh... same question about the cleansing and flame aura in the same section)

 

 

hope you can help me thnx and bye

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Under Variables in toolset you can set those rune slots in ITEM_RUNE_ENABLED, 1 2 or 3 slots in empty field. As for ignite target options, i think its OnHit Effect = type OnHit Power = chance, not normal Item Properties.
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rune slots will also be handled by the material property. the higher the tier level of the material it's made from, the more chances of, and number of rune slots it will have.

For example, silverite will have two slots by default, and dragonbone will have three by default. you can't add more slots than that tho.

 

also, with the onhit properties... you can only add one. you cant add more than that.

NOT entirely sure, but I THINK that 20% chance is the highest that works. NOT sure of that tho. Some of them are binary. meaning that it doesnt matter what you put in there, as long as the property itself is added. For example- ser cauthrien's sword. has a chance of knockback. no integer given. It just has a chance to knockback. And I have NO idea of how it's calculated for the chance. I have noticed tho, that it happens more often as the character wielding it got stronger and faster by leveling up.

same with some of the vfx like "Messy kill" messy kill is a binary. it's either on, or not, and you cant change the percentage by altering the weapon itself. (on that note, don't bother with messy kill, so far I have had little or no success with it, on anything but daggers.)

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