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In answer to your question about damage bonus from int and duration bonus...short answer is, you want to edit config.txt, specifically the part under "spell_power_config". By default in KB:TL, it will read:
spell_power_config { int_power=10} That means every point of intelligence boosts power by 10%, and 15 points of intelligence boost duration by 1. If you want to edit it for just one spell, you can do that too. If you check out spells.lua, it gives you the actual function for each spell. For example, function spell_magic_axe_attack(lvl,dmgts) controls casts of Magic Pole-Axe. The damage is found by another function call within function spell_magic_axe_attack: local min_dmg,max_dmg,count = pwr_magic_axe(lvl) That is, min damage and max damage are being returned by a function called "pwr_magic_axe" which takes the level string as input. As you might expect, that function is in spells_power.lua. Full text included, edited to include my (painfully thorough and English) comments and remove the developers' (Russian) ones, as well as a little adjustment of white space. --This is what my comments looks like! function pwr_magic_axe(level) end So how could you change this? Here's an example of a (horrendously, terribly unbalanced) change you could make. If you replaced local int_dmg = 1+tonumber(Game.Config("spell_power_config/int_power"))*HInt()/100with local int_dmg = 1+tonumber(Game.Config("spell_power_config/int_power"))/100Now instead of each new point of intelligence adding 10% damage, each new point multiplies damage by another 10%. So at intelligence 1, you do 110% damage. At intelligence 2, you do 121% damage. At intelligence 3, you do 133% damage. By the time you get to intelligence 20, you're doing 672% damage (instead of 300%, as it's set up by default). As I said, it's not a very well-balanced change by itself. But if you had a few weeks to spare you could probably re-balance the whole game to adapt to that sort of change, and it might even be a more interesting mod as a result (who knows). |
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