Druid Class v1.5.2

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XLambda
Wyrmic
Posts: 237
Joined: Wed Jan 25, 2012 5:39 pm

Re: Druid Class (alpha)

#16 Post by XLambda »

Crim, The Red Thunder wrote:[...] Of course druids can infuse summons with blight! Haven't you seen the heart of the gloom? Blighted plants everywhere! Granted, it's a rather non-druidly thing to do, but the nature-worshipping summoner has the same issue.
I'd debate whether they are blighted plants or afflicted plants. :wink:

But I don't see a problem with druids using Blighted Summoning, either. If summoners can get Blighted Summoning, and wyrmics can get another blight-associated prodigy, Corrupted Shell, then druids shouldn't be barred from getting those either. It's not like you are forced to take them.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Druid Class (alpha)

#17 Post by Sradac »

well so far the druid dosent seem to suffer from the slowdown some class addons do. seems to be built pretty solid code wise.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class (alpha)

#18 Post by HousePet »

Edit: Nevermind, Meditation strikes again!
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Druid Class (alpha)

#19 Post by Crim, The Red Thunder »

Alright, I'll give out my impressions as I go along, so bear with me if my opinion swings as I go about this...

First impressions: Other then fun, druid seems slightly counter intuitive at the start, they basically have to rush points into str/mag just for better staff combat, or rely on having ONLY prism-light for an attack, since nothing else is available right off. Seems to gimp them just a bit, but not by huge amounts, and the staff combat is strong enough to get you through a few levels. Might NOT be on higher difficulties however.

Early game, cost on some of these sustains seems abhorrently high, and they have a LOT of sustains. If the idea is to provide multiple builds, each using different sustains, this might work, but each sustain individually seems rather weak. However, they also scale with spellpower, as does everything, so I suspect I will see some improvement as time goes by. It might be worth considering, if they are supposed to synergize the sustains and run lot of them, you might want to look at adding some sort of ability that reduces the burden of EQ fail rates. They already have to deal with HIGH base EQ for there sustains, and the spells they have aren't cheap. (And, as mentioned above, seem to start fairly weak, but I'm betting on scaling improving the damage later on.)

Staff combat seems to be stacking up nicely, and the armor training substitute seems to work well, if aimed at light armors. Perhaps a small Def bonus would be in order, given the basis of the build. I haven't yet had the opportunity to check and see that it only works on non-metal armor yet. (Especially some of the LARGER but non-metal armors, like the Thaloren Wood Cuirass.)

If they are meant to rely on gems for ranged combat, especially early on, we might need to look at offering them more sources for them. Only having the natural gems you find lying around to get ammo from could be VERY limiting, especially later in the game. Perhaps extracting some from mindstars, as someone else suggested, though we also don't want to turn them into alchemist clones. Deserves more thought.

Zephyr may also need to be examined for strength. If that scales with spellpower as well as I'm betting on some of the other stuff doing, it could be too strong later on, It's already up to around a +20% to me, with the same penalty on enemies. That's a 40% difference in speed, and if that gets much larger, it could get hugely out of hand, doubly so on yeeks.

More thoughts to come, though can we get this added onto the site, so it will validate?

EDIT: Alright, Lua engine just coughed up a lung when I tried to cast water spout on a halfling slinger in the arena.

Code: Select all

[LOG]	Halfling slinger activates Rapid Shot.
[LOG]	
[USERCHAT] channel serial data	rbd	tome	526
[LOG]	Druid casts Waterspout.
[SPELL CRIT %]	2
[SPELL CRIT %]	2
Adding entity	39502	after	2812
[SOUND] loading from	/data/sound/talents/tidalwave.ogg	:=:	sound "/data/sound/talents/tidalwave.ogg" : <static>
checkHit(smooth)	10.293718494948	24	=> chance to hit	29.668060531985
checkHit(smooth)	10.293718494948	24	=> chance to hit	21.091456283157
[LOG]	#ORANGE#Halfling slinger shrugs off the effect 'Slow'!
[LOG]	Halfling slinger speeds up.
[LOG]	Halfling slinger shoots!
[ARCHERY ACQUIRE TARGETS WITH]	rough leather sling	huntsman's pouch of iron shots
[PROJECTILE SPEED] ::	10
[SHOOT] speed	0.59615803337814	=>	596.15803337814
[SHOOT WITH]	rough leather sling	huntsman's pouch of iron shots
Adding entity	39503	after	38884
[LOG]	
[LOG]	Halfling slinger shoots!
[ARCHERY ACQUIRE TARGETS WITH]	rough leather sling	huntsman's pouch of iron shots
[PROJECTILE SPEED] ::	10
[SHOOT] speed	0.59615803337814	=>	596.15803337814
[SHOOT WITH]	rough leather sling	huntsman's pouch of iron shots
Adding entity	39504	after	38884
[LOG]	
checkHit(smooth)	10.293718494948	24	=> chance to hit	29.668060531985
checkHit(smooth)	10.293718494948	24	=> chance to hit	21.091456283157
[LOG]	Halfling slinger slows down.
[PROJECTOR] starting dam	20.792851810956
[PROJECTOR] after difficulty dam	20.792851810956
[PROJECTOR] res	0	1	 on dam	22.872136992051
[PROJECTOR] after resists dam	22.872136992051
[PROJECTOR] after flat damage armor	22.872136992051
[PROJECTOR] final dam	22.872136992051
[PROJECTOR] starting dam	20.792851810956
[PROJECTOR] after difficulty dam	20.792851810956
[PROJECTOR] res	0	1	 on dam	22.872136992051
[PROJECTOR] after resists dam	22.872136992051
[PROJECTOR] after flat damage armor	22.872136992051
[PROJECTOR] final dam	22.872136992051
checkHit(smooth)	24	10.293718494948	=> chance to hit	78.908543716843
[KNOCKBACK] from	nil	nil	over	1
Lua Error: /engine/utils.lua:1751: bad argument #1 to 'line_base' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 line_base
	At /engine/utils.lua:1751 line
	At /engine/Actor.lua:292 knockback
	At /mod/class/Actor.lua:1070 knockback
	At /data/damage_types.lua:1073 projector
	At /engine/interface/ActorProject.lua:196 project
	At /data-druid/talents/gifts/seas.lua:183 on_hit
	At /engine/Projectile.lua:230 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1041 
 ----------------  Stack Dump ----------------
2: table // 8be5ed8
1: table // 8be5ed8
--------------- Stack Dump Finished ---------------
[LOG]	#UID:2812:0#Druid hits halfling slinger for #1133F3#23 cold#LAST#, #aaaaaa#23 physical#LAST# damage (total 45.74).
[LOG]	Halfling slinger shoots!
[ARCHERY ACQUIRE TARGETS WITH]	rough leather sling	huntsman's pouch of iron shots
[PROJECTILE SPEED] ::	10
[SHOOT] speed	0.59615803337814	=>	596.15803337814
[SHOOT WITH]	rough leather sling	huntsman's pouch of iron shots
Adding entity	39505	after	38884
[LOG]	
Hope that helps with that issue. Didn't seem to be knocked back by that, and using cave in on the following turn seemed to knock it in an odd direction as well... And cave in shouldn't be knocking around anyway. (Edit again: And the bug is reproducible on the arcane blade in the arena as well.)

EDIT: (YET AGAIN) Crystal healing claims it needs 2 talents already known to learn, but with only prism-light known (1 point) and nothing else, the game says that I *CAN* learn both crystal healing AND the previous talent Strengthen bones, despite having no points in either.

EDIT: (10:49 PM, March 4 2013) A LOT of tier 4 talents don't list any EQ cost. For instance, prism-nature, bolts from the blue, and Aurora.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Druid Class (alpha)

#20 Post by HousePet »

Yay feedback!

Summoning will hopefully be viable at start too.

I said nothing was balanced yet. I've halved most of the sustain costs.

Armour of the Woods only works for light armour so far. Thaloren Wood Cuirass will take a bit more coding.

You can buy gems from shops if you run out. Will look into some unique if it does become an issue.

Theoretical max on Zephyr is +-50%. Its only movement speed though. Is that a huge issue?

I guess I can post buggy addons to the addon library...

Waterspout has been fixed. (so have loads of other bugs)

Create Natural Gems is a Minerals talent, so it isn't wrong. I've tweaked the requirements to reflect the free talent.

Corrected many misspellings of equilibrium.

Edit: Updated, see first post.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Druid Class (alpha 2)

#21 Post by Crim, The Red Thunder »

Warning to anyone updating from the old version to the new one, sustain costs have CHANGED. Turn off ALL sustains and then save your game before updating. Failing to do this results in you not being able to ever reduce minimum EQ to 0.

Hopefully this catches some folks in time.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Druid Class (alpha 2)

#22 Post by Crim, The Red Thunder »

Ugh, No wonder I thought Zephyr was getting out of hand. It raises speed when turned on, but does not lower speed when turned off. I'm sitting at over 200% movement speed at the moment. Whoops. This also mean that it applies it affects again every time it turns off and on to update when you change any stats or skills on levelup. So no wonder it has kept inflating my speed.

Edit: 12:45 PM March 5 2013. Waterspout bug is back, just tripped twice on a single cast.

Code: Select all

[LOG]	Druid casts Waterspout.
[SPELL CRIT %]	2
[SPELL CRIT %]	2
Adding entity	11552	after	2810
[SOUND] loading from	/data/sound/talents/tidalwave.ogg	:=:	sound "/data/sound/talents/tidalwave.ogg" : <static>
checkHit(smooth)	17.237407397074	32	=> chance to hit	28.766554077898
checkHit(smooth)	17.237407397074	32	=> chance to hit	20.191746802026
checkHit(smooth)	16.058758087169	32	=> chance to hit	27.823189928309
checkHit(smooth)	16.058758087169	32	=> chance to hit	19.274327793562
[LOG]	Dire wolf slows down.
checkHit(smooth)	20.070532234981	32	=> chance to hit	31.319031289822
checkHit(smooth)	20.070532234981	32	=> chance to hit	22.8003709601
[PROJECTOR] starting dam	13.32318744553
[PROJECTOR] after difficulty dam	13.32318744553
[PROJECTOR] res	0	1	 on dam	14.655506190083
[PROJECTOR] after resists dam	14.655506190083
[PROJECTOR] after flat damage armor	14.655506190083
[PROJECTOR] final dam	14.655506190083
[PROJECTOR] starting dam	13.32318744553
[PROJECTOR] after difficulty dam	13.32318744553
[PROJECTOR] res	0	1	 on dam	15.188433687904
[PROJECTOR] after resists dam	15.188433687904
[PROJECTOR] after flat damage armor	15.188433687904
[PROJECTOR] final dam	15.188433687904
checkHit(smooth)	32	20.070532234981	=> chance to hit	77.1996290399
[KNOCKBACK] from	nil	nil	over	1
Lua Error: /engine/utils.lua:1751: bad argument #1 to 'line_base' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 line_base
	At /engine/utils.lua:1751 line
	At /engine/Actor.lua:292 knockback
	At /mod/class/Actor.lua:1070 knockback
	At /data/damage_types.lua:1073 projector
	At /data-druid/talents/gifts/seas.lua:177 on_move
	At /engine/Projectile.lua:232 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1041 
 ----------------  Stack Dump ----------------
2: table // 8be5ed8
1: table // 8be5ed8
--------------- Stack Dump Finished ---------------
[ATTACK] attacking with innate combat
[ATTACK] to 	Druid	 :: 	28.098919659115	8	15	17.7	::	1.6745966692415
checkHit(smooth)	41.333333333333	17.7	=> chance to hit	85.133795837463
[ATTACK] base dam	28.098919659115
[ATTACK] raw dam	28.098919659115	versus	15	0.95	with APR	8
[ATTACK] after armor	21.098919659115
[ATTACK] after range	22
[PHYS CRIT %]	4
[ATTACK] after crit	22
[ATTACK] after mult	36.841126723313
[PROJECTOR] starting dam	36.841126723313
[PROJECTOR] after difficulty dam	36.841126723313
[PROJECTOR] res	0	1	 on dam	36.841126723313
[PROJECTOR] after resists dam	36.841126723313
[PROJECTOR] after flat damage armor	36.841126723313
[PROJECTOR] final dam	36.841126723313
[PROJECTOR] starting dam	10
[PROJECTOR] after difficulty dam	10
[PROJECTOR] res	0	1	 on dam	11
[PROJECTOR] after resists dam	11
[PROJECTOR] after flat damage armor	11
[PROJECTOR] final dam	11
[PROJECTOR] starting dam	20
[PROJECTOR] after difficulty dam	20
[PROJECTOR] res	0	1	 on dam	20
[PROJECTOR] after resists dam	20
[PROJECTOR] after flat damage armor	20
[PROJECTOR] final dam	20
[PROJECTOR] starting dam	15
[PROJECTOR] after difficulty dam	15
[PROJECTOR] res	16.125604239555	0.83874395760445	 on dam	15.6
[PROJECTOR] after resists dam	13.084405738629
[PROJECTOR] after flat damage armor	13.084405738629
[PROJECTOR] final dam	13.084405738629
[LOG]	#UID:10022:0#Shadow hits Druid for #aaaaaa#37 physical#LAST# damage.
[LOG]	#UID:2810:0#Druid hits black mamba for #1133F3#15 cold#LAST#, #aaaaaa#16 physical#LAST# damage (total 29.84).
[LOG]	#UID:2810:0#Druid hits shadow for #1133F3#11 cold#LAST#, #GREEN#20 acid#LAST#, #DARK_GREEN#14 blight#LAST# damage (total 44.08).
[LOG]	
[ATTACK] attacking with	Aryramira
[ATTACK] to 	black mamba	 :: 	40.740906714331	7	4	20.725	::	1
checkHit(smooth)	43.666666666667	20.725	=> chance to hit	84.821654439666
[ATTACK] base dam	40.740906714331
[ATTACK] raw dam	40.740906714331	versus	4	0.3	with APR	7
[ATTACK] after armor	40.740906714331
[ATTACK] after range	41
[PHYS CRIT %]	2.5
[ATTACK] after crit	61.5
[ATTACK] after mult	61.5
[LOG]	#{bold}#Druid performs a critical strike!#{normal}#
[PROJECTOR] starting dam	61.5
[PROJECTOR] after difficulty dam	61.5
[PROJECTOR] res	0	1	 on dam	70.11
[PROJECTOR] after resists dam	70.11
[PROJECTOR] after flat damage armor	70.11
[PROJECTOR] final dam	70.11
[PROJECTOR] starting dam	12
[PROJECTOR] after difficulty dam	12
[PROJECTOR] res	0	1	 on dam	12
[PROJECTOR] after resists dam	12
[PROJECTOR] after flat damage armor	12
[PROJECTOR] final dam	12
[LOG]	Black mamba resists!
[PROJECTOR] starting dam	4
[PROJECTOR] after difficulty dam	4
[PROJECTOR] res	18.02142385813	0.8197857614187	 on dam	4
[PROJECTOR] after resists dam	3.2791430456748
[PROJECTOR] after flat damage armor	3.2791430456748
[PROJECTOR] final dam	3.2791430456748
[PROJECTOR] starting dam	12
[PROJECTOR] after difficulty dam	12
[PROJECTOR] res	0	1	 on dam	13.2
[PROJECTOR] after resists dam	13.2
[PROJECTOR] after flat damage armor	13.2
[PROJECTOR] final dam	13.2
[PROJECTOR] starting dam	8
[PROJECTOR] after difficulty dam	8
[PROJECTOR] res	0	1	 on dam	2.572347266881
[PROJECTOR] after resists dam	2.572347266881
[PROJECTOR] after flat damage armor	2.572347266881
[PROJECTOR] final dam	2.572347266881
[PROJECTOR] starting dam	8
[PROJECTOR] after difficulty dam	8
[PROJECTOR] res	0	1	 on dam	8
[PROJECTOR] after resists dam	8
[PROJECTOR] after flat damage armor	8
[PROJECTOR] final dam	8
[PROJECTOR] starting dam	8
[PROJECTOR] after difficulty dam	8
[PROJECTOR] res	0	1	 on dam	8
[PROJECTOR] after resists dam	8
[PROJECTOR] after flat damage armor	8
[PROJECTOR] final dam	8
[PROJECTOR] starting dam	18.062756532132
[PROJECTOR] after difficulty dam	18.062756532132
[PROJECTOR] res	0	1	 on dam	19.14652192406
[PROJECTOR] after resists dam	19.14652192406
[PROJECTOR] after flat damage armor	19.14652192406
[PROJECTOR] final dam	19.14652192406
[PROJECTOR] starting dam	65
[PROJECTOR] after difficulty dam	65
[PROJECTOR] res	0	1	 on dam	74.1
[PROJECTOR] after resists dam	74.1
[PROJECTOR] after flat damage armor	74.1
[PROJECTOR] final dam	74.1
[PROJECTOR] starting dam	25.245771049603
[PROJECTOR] after difficulty dam	25.245771049603
[PROJECTOR] res	5.52	0.9448	 on dam	27.770348154563
[PROJECTOR] after resists dam	26.237424936431
[PROJECTOR] after flat damage armor	26.237424936431
[PROJECTOR] final dam	26.237424936431
[PROJECTOR] starting dam	25.245771049603
[PROJECTOR] after difficulty dam	25.245771049603
[PROJECTOR] res	0	1	 on dam	9.2540768477643
[PROJECTOR] after resists dam	9.2540768477643
[PROJECTOR] after flat damage armor	9.2540768477643
[PROJECTOR] final dam	9.2540768477643
checkHit(smooth)	32	17.237407397074	=> chance to hit	79.808253197974
[KNOCKBACK] from	nil	nil	over	1
Lua Error: /engine/utils.lua:1751: bad argument #1 to 'line_base' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 line_base
	At /engine/utils.lua:1751 line
	At /engine/Actor.lua:292 knockback
	At /mod/class/Actor.lua:1070 knockback
	At /data/damage_types.lua:1073 projector
	At /engine/interface/ActorProject.lua:196 project
	At /data-druid/talents/gifts/seas.lua:181 on_hit
	At /engine/Projectile.lua:230 act
	At /engine/GameEnergyBased.lua:131 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1041 
 ----------------  Stack Dump ----------------
2: table // 8be5ed8
1: table // 8be5ed8
--------------- Stack Dump Finished ---------------
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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

Re: Druid Class (alpha 2)

#23 Post by wildwolfofdark »

I've a question about 'non-metal' weapons. Does this include (let's say) crystal swords as non-metal weapons?

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Druid Class (alpha 2)

#24 Post by Crim, The Red Thunder »

I envisioned it doing so for other things like mindstars, but in all likelyhood? Not yet. Same as nonmetal armor doesn't yet work for thing like Thaloren wood cuirass. I don't think the game currently has a flag for 'metal' or 'material' that it could check against, so either DG would have to implement such a thing in the main game system, or Housepet would have to manually code and add it himself to EVERY ITEM IN EXISTENCE. And that would be problematic.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Druid Class (alpha 2)

#25 Post by darkgod »

All metallic things have a metallic flag actually :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Druid Class (alpha 2)

#26 Post by random417 »

So, this looks great, but i have trouble with classes that don't have visual symbols for the talents. Anyone want to cobble something together, even if it's just placeholders? or if I find them somewhere, and make a list, does someone with more coding ability than me want to write a patch. This might be one of my favorite classes to play, once that's fixed.

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

Re: Druid Class (alpha 2)

#27 Post by wildwolfofdark »

Thanks, DG, for planning ahead. :P Since there's flags for metal/material, eventually smelting might be possible?

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Druid Class (alpha 2)

#28 Post by Crim, The Red Thunder »

random417 wrote:So, this looks great, but i have trouble with classes that don't have visual symbols for the talents. Anyone want to cobble something together, even if it's just placeholders? or if I find them somewhere, and make a list, does someone with more coding ability than me want to write a patch. This might be one of my favorite classes to play, once that's fixed.
I have a similar issue, I have to stop and mouseover my shortcuts to remember which one has which function, and that slows my play down. You might try interesting one of the artistic members on the forums in the addon, and hope they enjoy it enough to donate some time/effort creating some tiles for it. Burb Lulls has done some artistic stuff for the joke topics they've made. Swoosh So Fast has done some Tome Fanart before, although whether either would want to donate some time to the project is an entire different beast.

Or Housepet might have some graphical plans stuffed up his sleeve?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Druid Class (alpha 2)

#29 Post by lukep »

Making an icon for a talent is extremely easy, no coding experience required. :)

1. Go to http://game-icons.net/, and either download all of the icons (PNG format), or else just the one you want.
2. (optional) colour the icon
3. save as 64x64 image, named the same as the talent.
4. put it in [addon directory]/overload/data/gfx/talents.

Repeat for each talent.

EDIT: step 3 is the hardest. In GIMP, open the file, go to (menu) layer/scale layer, and set it at 64. Then go to (menu) Image/fit canvas to layers, then save it.

Also, attached copy of the druid addon, with "remedy" added with a new icon. (may not be current version, I just grabbed it from the first post)

EDIT 2: glanced at the code. Did you know that Antimagic stuff reduces spellpower?
Attachments
tome-druid.zip
(153.46 KiB) Downloaded 228 times
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

random417
Halfling
Posts: 92
Joined: Tue Oct 30, 2012 7:37 pm

Re: Druid Class (alpha 2)

#30 Post by random417 »

Alright, I'll see if I can't get something up, at least something we can use as placeholders.Thanks for the instructions, I knew it couldn't be that hard, but I'd never done it before.

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