About: Starting stats mod   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

This is a DIY (do-it-yourself) mini-mod. The starting stats governed by the script in: \DATA\SCRIPTS00.BIF\witcher_atr_abl.luc Decompile this script using any utility that is listed in the LUC format article under the . Open up the resulting file in any text editor. The starting abilities are described in the ability definition called "HeroStartingAbility". To modify the starting stats, this is the only entry you modify — leave the other values untouched for now — and do not remove them from the file either! The original code in v1.1a is:

AttributesValues
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  • Starting stats mod
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  • This is a DIY (do-it-yourself) mini-mod. The starting stats governed by the script in: \DATA\SCRIPTS00.BIF\witcher_atr_abl.luc Decompile this script using any utility that is listed in the LUC format article under the . Open up the resulting file in any text editor. The starting abilities are described in the ability definition called "HeroStartingAbility". To modify the starting stats, this is the only entry you modify — leave the other values untouched for now — and do not remove them from the file either! The original code in v1.1a is:
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  • This is a DIY (do-it-yourself) mini-mod. The starting stats governed by the script in: \DATA\SCRIPTS00.BIF\witcher_atr_abl.luc Decompile this script using any utility that is listed in the LUC format article under the . Open up the resulting file in any text editor. The starting abilities are described in the ability definition called "HeroStartingAbility". To modify the starting stats, this is the only entry you modify — leave the other values untouched for now — and do not remove them from the file either! The original code in v1.1a is: <pre> DefAbility ({ Name = "HeroStartingAbility", AttrsMod = { PointMax = { VP_Mod = 250, EP_Mod = 25 }, Attack_Mod = 100, Defence = { Dodge_Mod = 45, Parry_Mod = 45 }, PointRegen = { VP_Mod = 0.1, VP_Mult = 1, EP_Mod = 2, EP_Mult = 1, DS_Mod = 0.25 }, EffectResistance = { Pain_Mod = -10, Bleeding_Mod = -10, Blind_Mod = -10, Burn_Mod = -10, Drunk_Mod = 0, Stun_Mod = -10, Falter_Mod = -10, Poisoning_Mod = -10 }, EffectImmunity = { PreciseHit = 1, Disarm = 1, Fear = 1, Falter = 4, Blind = 3 }, SpellIntensity_Mod =50, SpellIntensity_Mult = 1 } })</pre> In this example, we make a simple change: double VP (vitality) and EP (endurance), and add 10% too all resistances. The resulting script will be: <pre> DefAbility ({ Name = "HeroStartingAbility", AttrsMod = { PointMax = { VP_Mod = 500, EP_Mod = 50 }, Attack_Mod = 100, Defence = { Dodge_Mod = 45, Parry_Mod = 45 }, PointRegen = { VP_Mod = 0.1, VP_Mult = 1, EP_Mod = 2, EP_Mult = 1, DS_Mod = 0.25 }, EffectResistance = { Pain_Mod = -20, Bleeding_Mod = -20, Blind_Mod = -20, Burn_Mod = -20, Drunk_Mod = 10, Stun_Mod = -20, Falter_Mod = -20, Poisoning_Mod = -20 }, EffectImmunity = { PreciseHit = 1, Disarm = 1, Fear = 1, Falter = 4, Blind = 3 }, SpellIntensity_Mod =50, SpellIntensity_Mult = 1 } })</pre> The names are quite self-explanatory, so feel free to modify any other value as you like, but when you are done, save the script as witcher_atr_abl.lua. Finally, drop the witcher_atr_abl.lua into the \DATA\OVERRIDE directory (you might need to create the OVERRIDE directory under \DATA), and you are done. Enjoy your mini-mod.
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