Help with adding additional passive bonuses

Help and support for TorchED, the Torchlight editor.

Help with adding additional passive bonuses

Postby Mistaman » Wed Feb 10, 2010 11:12 am

First let me get this out of the way, i'm brand new to TorchED so i'm 100% on everything at the moment. but with that said i'm trying to learn as fas as i can.

Currently for my 1st mod i'm trying to add a few extras to the passive skills available to all the classes. I'm working with adventurer right now and i want to add a run speed bonus. So far i've gotten it to add the bonus, but what i'm looking for is the percentage to scale with the skill level. i don't even know where to start to look for this. I looked at a few tutorials but i didn't see what i thought was what i needed. I wanted the percentages to go up 2% per level to finish out at 20% at skill level 10.

So i'm not completely sure what screenshots or what else i'm going to need for this so i'm not going to include a bunch of random stuff. Thanks for all of your help.
Mistaman
 
Posts: 18
Joined: Wed Feb 10, 2010 11:02 am

Re: Help with adding additional passive bonuses

Postby Vyke » Wed Feb 10, 2010 12:27 pm

Hi Mistaman. In the affix for your new skill, to the right of damage type is a box called StatName. In this enter LEVEL and in the box next to that (StatPercent) enter 10 or whatever percent you wish. This is make the effect increase by 10 for each level of the skill/affix.
Vyke
 
Posts: 32
Joined: Wed Dec 23, 2009 7:31 am

Re: Help with adding additional passive bonuses

Postby Mistaman » Wed Feb 10, 2010 2:04 pm

thanks! this worked perfectly.

Now i have another small problem. i'm not sure how or what happened but i was in a dungeon trying some of the changes i had made when i figured out that my number 1 and 2 key is no longer key bound. I was pressing both of them to use potions but it would do nothing. i tried the potions to make sure it wasnt those and they all worked fine. they werent custom potions i made just normal hp/mana pots.

thanks again for your help.
Mistaman
 
Posts: 18
Joined: Wed Feb 10, 2010 11:02 am

Re: Help with adding additional passive bonuses

Postby hakkenshi » Wed Feb 10, 2010 2:35 pm

Actually, doesn't having affixes scale with LEVEL scale them with *character* level? Might want to be careful, there...

The easiest way to make a scaling run speed bonus that scales with level is to make an affix that grants you a bonus to run speed, write in LINEAR_GRAPH in the Graph Override field, and then go back to the Skills Editor, and put the Affix level at 2 for level 1 of the skill, 4 for level 2 of the skill, and so on and so forth, until you reach 20 for level 10. That will give you *exactly* 20 percent bonus to run speed at level 10, no more and no less.

To be honest, 20 percent is plenty anyway. Any more and you risk running into trouble really quickly - no pun intended.
Please check out my WIP class, the Shadowdancer - I'd love to get some feedback!
hakkenshi
 
Posts: 267
Joined: Mon Dec 07, 2009 8:00 am

Re: Help with adding additional passive bonuses

Postby Mistaman » Wed Feb 10, 2010 5:44 pm

I ended up using 10%, i felt like 20% was too fast. i just wanted a way for my destroy to get back in the action after his inventory filled up

Any my problem now is the key bindings. My number 1 and 2 keys have become unbound. or there might be a small problem with the mod i have made. If there are any ideas please let me know or if there is a way to set them to their defaults. Thanks again
Mistaman
 
Posts: 18
Joined: Wed Feb 10, 2010 11:02 am

Re: Help with adding additional passive bonuses

Postby Vyke » Sat Feb 13, 2010 11:14 pm

Actually Hakkenshi you very well could be right. When testing this I have only put points into that skill to test the effect. Meaning while my skill WAS increasing, and the effects increasing, so would have been my level. But my only reserve to this would be that the affix descriptions in the skill tell you how much it will increase by the next level of the skill. I'm away from my main pc for a couple weeks and cannot try this out. I still hold hope that what I said could have some merit.
Vyke
 
Posts: 32
Joined: Wed Dec 23, 2009 7:31 am


Return to TorchED Help and Support

Who is online

Users browsing this forum: No registered users and 2 guests