Draconian race

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Reidan
Higher
Posts: 77
Joined: Sat Oct 20, 2012 7:47 pm

Re: Draconian race

#16 Post by Reidan »

ok my draconian is lvl 17 now and 2 bugs (moss/acid) -
1. for some reason I have 103 physical power
2. some random buff with no information on it from anywhere appears when I use the racial buff, says I get 4% max nature resist, however I get 4% max to all elements except for nature, blight, temporal, light. I am currently 1/2/2 in the tree.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Draconian race

#17 Post by StarKeep »

A conflict of sorts.
Having this installed and creationg a Draconian overwrites the Empyreal starting zone, and instead starts you in Trollmire.
Having this installed causes Weapon of the Wood's accuracy bonus, from HousePet's Druid addon, to strait up not work, no matter the race you choose.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Draconian race

#18 Post by ajfluffy »

I actually fixed the physical power thing. The resists issue was a typo so that will be fixed too.

Not sure why the addons would conflict. Mine is rather lightweight in terms of hooks and changes to main code.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Draconian race

#19 Post by spiralrazor »

Channel Power Tooltip bonuses not updating on additional talent points invested.


Also, for the 2nd tier channel power for fire dragon, raising the resistance cap by 2 is next to useless.....

In Scaled Body, it descrip does not tell you how much damage your gaining.


Gonna let this mod cook a bit further before testing anything else out...its got a ways to go:)> Excellent work so far! Back to Housepets Druid/Werebeasts:)>>

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Draconian race

#20 Post by ajfluffy »

That will be fixed next release too. Small math error there that I didn't notice I introduced.

Draconians should make excellent druid and werebeasts once I can pinpoint that conflict with avatar

Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Draconian race

#21 Post by Waladil »

I've been thinking about the dragon color, and here's the big problem:

Most classes focus heavily on a relatively small number of elements. The main exceptions are archmage and wyrmic, who both get a large number of elements to select from.

So if you were playing a Sun Paladin, getting Cold Drake aspect would be pretty suck. However, getting a Light Drake (if that's a possibility) would be pretty awesome.

If it's possible, the best way (IMO) to do it would be that when you put the first point into the power that gives you your dragon form, it somehow counts your talent levels, and sorts them into elemental categories. If you've got one elemental category with the most points in it, that's your drake color. If you've got no points in any elemental category (perhaps if you're playing a Bulwark) you get a physical-boosting dragon. If you have multiple categories that are tied at a number greater than 0, you get multi-hued. I don't know if that's possible to do, codewise: It may be really tedious and become incompatible with other mods, it might not be possible at all, or it may be reasonably easy.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Draconian race

#22 Post by ajfluffy »

I am planning on making some flavors more common for certain builds. My plan was that sun paladin was almost only way to get light but it was rare chance for other classes.

Edit: I am planning on changing the basic way that the types are rolled which may require someone to restart their character. I'm hoping to avoid that of course, but given how broken inner strength is its probably not that huge a deal heh.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Draconian race

#23 Post by spiralrazor »

ajfluffy wrote:That will be fixed next release too. Small math error there that I didn't notice I introduced.

Draconians should make excellent druid and werebeasts once I can pinpoint that conflict with avatar

I used arcane blade....works well.


Restarting a few toons is fine with me.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Draconian race

#24 Post by ajfluffy »

Once I finalize next version, I'll have the changes to the random flavors done as well. Tomorrow morning ill release an update to address the bugs tho. Have interview so won't be around most of the day.

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Draconian race

#25 Post by ajfluffy »

New version posted:
Updates:
Bugfixes

Fully investing in dragon talents causes players to transfrom when using channel power
---Thanks to rexorcorum for the awesome player and dragon models!

Channel power's effects were increased and cooldown is longer

The random dragon type generated is now weighted based on which class someone is. (this will work even with custom classes)

A new artifact was created that gives some lore.

There are currently 9 types of dragons implemented, but I have two more planned for next release. Code was restructed to make adding new types easier.
Last edited by ajfluffy on Thu Jun 27, 2013 5:12 pm, edited 1 time in total.

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Draconian race

#26 Post by rexorcorum »

And there are some *great* visuals involved ;)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

wildwolfofdark
Halfling
Posts: 112
Joined: Wed Dec 12, 2012 6:06 am

Re: Draconian race

#27 Post by wildwolfofdark »

I was level 8 and put in the point for the draconian abilities and it was Arcane Body. Apparently I can't do that because I have to be level 16 to put a point into it, which it already has a point in it I can't take out so I can't do it. D:

ajfluffy
Thalore
Posts: 190
Joined: Thu Jan 17, 2013 2:49 pm

Re: Draconian race

#28 Post by ajfluffy »

you download the new version? will require restart of characters but fixes these types of issues.

Mindless
Posts: 3
Joined: Thu Jun 27, 2013 7:44 pm

Re: Draconian race

#29 Post by Mindless »

For some reason "Weapons Mastery" (from "Combat training" tree) doesn't work with "draconian race" addon. No phys power and % damage for swords, maces, axes.

kemott11
Higher
Posts: 52
Joined: Fri Jan 18, 2013 9:37 pm

Re: Draconian race

#30 Post by kemott11 »

Weapons Mastery tree also doesn't work for me.

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