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(2 edits) (+1)

....

We figured it out.

Man, the sense of accomplishment when you actually get it right is so... GOOD. Thanks, thanks, thanks and 3 million thanks to @Strive4Power for their help with the code. It has made this project a possibility AND a reality now.

Go get your V0.2.5 download and try the meager things that are present in the mod by yours truly, its only going to get bigger.

Also, if you do not have ANY knowledge of coding, but want to add your own new encounter, area, enemy, enemy equipment set or captive pool feel free to post it here, I will do the coding part for you and you will be added to the credits of this Mod, because I still want to make this a project anyone can help with.

Things I need for each addition that I mentioned:

New Road Exploration Battle Encounter

  • Name of the encounter.
  • Areas where it should appear. (Mod areas are also fine, so feel free to add!)
  • Rarity of the encounter:
    •  Common
    • Rare
    • Very Rare
    • Really Hard to get
    • 1/10000000000000th chance this thing pops out.
  • Enemies:
    • Number of enemies (Can be a range, can be a set number)
    • Type of enemy (Also supports modded enemies, so yeah, you get the drill) 
    • Captive pool if they have a captive. Can be default, and so I'll apply whichever is most fitting from vanilla options; or a modded one, which will be explained in a section below.
  • Ambush/Escape chance: Yes/No. 
    • Chance of happening: Low, Medium, High.
  • Descriptions! Main description always needed, Ambush/Escape ones are needed only if they apply.

New Road Exploration Scripted Encounter

Talk with me personally, preferably on the Strive for Power discord. This is more complex and really it needs a bit of back and forth between the 2 of us. That is until I figure the whole scripting thing out and make a guide for it so you guys can do it yourselves. Or I make an In-depth form you can fill out so I can do the whole thing myself if code makes you vomit. We'll figure it out.

New Areas (Limited to exploration but non-dungeon areas for now)

  • Name, Duh.
  • Background Image. (Not a 100% necessity, but I mean, you can give it some flavor)
  • Description: This is what you read when you enter the zone, obviously.
  • Enemy encounters. (Vanilla encounters, modded ones...)
    • Frequency modifier: Low (X0.5), Normal (X1), High(X1.5).
    • (Modded only) Must've been previously created, if not, append encounter info following the guide above.
  • Area length: How long it takes you to complete the area and be asked if you want to leave or redo it. 
    • Single number. 
    • Wimborn Outskirts length: 5
  • Conexions: 
    • Exits.
    • Entrances.
    • Global Location (Wimborn, Amberguard, Frostford, Gorn)
  • Races (Which races appear in the area as enemies/captives)
    • Race name.
    • Rarity. Range 1-20. The higher, the more common it is.
    • Modded Races can be added, but will only work if respective Race mod is installed.
  • Area Level Range. Min and max levels.

New Enemy

  • Name
  • Faction: Stranger (Local law abiding individual), Bandit (Local Criminals), plant (for hostile plant monsters), animal (for hostile beasts), monster (for humanoid monsters, Lamias, Slimes, goblins, you get the drill)
  • Icon. This is needed.
  • Capturable? Yes/No. Keep in mind, just because you make a "Tentacle Monster Girl" enemy it doesn't mean you can add that race that way. You need a race mod first to THEN be able to do that, just FYI. But if yes:
    • Capture Race. You can leave it as area reliant or force it.
    • Origin. Range 0-5 for each possible Origin, 0 meaning you can't get that origin, numbers can overlap. (i.e. Poor - 4 and Commoner - 4)
    • Age. Child, Teen, Adult. Range 0-3.
    • Sex. Any, Male, Female
  • Rewards:
    • Gold. Drop chance in percentage. Gold must have a range.
    • Drop Items. Drop chance in percentage. This excludes equipment, unless you want the enemy to have a chance of always dropping an specific piece of equipment. (All enemies have a small chance of dropping any piece of equipment they carry)
    • Experience.
  • Gear. A.K.A Equipment set. Can be default, if so, I'll pick from a fitting one from vanilla options; or modded set, which will be explained later on.
  • Stats. The most important part. This are all base stats, without equipment modifiers.
    • Health
    • Power
    • Speed
    • Energy
    • Armor
    • Magic
    • Abilities: Attack / Stun Attack / Slam / Precision Attack
    • Skills: Any attack skill in the game or battle spell, they will use the resources the enemies have, be it Energy or Magic whenever they apply. (i.e. Mind Blast)

New Captive Pool

  • Name.
  • Race Type. Can be:
    • Any
    • Area reliant
    • An specific array of races.
  • Origins pool. Chance of appearance 0-5 for all possible origins, 0 meaning it won't appear, numbers can overlap. (i.e. Poor - 4 Commoner - 4)
  • Age pool. Chance of appearance 0-3 for each age group.
  • Sex. Any, Male, Female.
  • Faction. Same as 'New Enemy' Section.

New Equipment Set

  • Name
  • Armor. Any piece that goes into the armor slot. Can be Nothing. Appearance chance Range 1-10
  • Weapon. Any piece that goes into the weapon slot. Can be Nothing. Appearance chance Range 1-10
  • Accessory. Any piece that goes into the accessory slot. Can be Nothing. Appearance chance Range 1-10

Have Fun!