Export champions tool
Posted: Sat Feb 20, 2016 12:50 pm
Hi!
So after this (long debate
) here I propose to all mod authors here to help me build a small mod used as a tool to export champions.
The problem this tool should solve : casting a new spell crashes the game when any trait a champion had in a previous mod is undefined in the mod you are currently playing.
To avoid this bug I created a basic dungeon which runs the following script:
I would like to collect as many lists as possible from your mods custom traits (and spells) names and add them in this table. This must be done because it is impossible to remove any trait without knowing its name beforehand.
I did not myself add custom classes or races but I would like also to find what can be done to handle those. So if you have done this in your mod and eventually have a saved game you can share with me to test what conversions can be done, I will work on it.
Thanks !
So after this (long debate
The problem this tool should solve : casting a new spell crashes the game when any trait a champion had in a previous mod is undefined in the mod you are currently playing.
To avoid this bug I created a basic dungeon which runs the following script:
Code: Select all
mods = {
mmssp = {
-- skills traits
"recover",
"spirit",
"parry",
"missile_weapons_expert",
"accurate_throw",
"sniper",
"haste",
"sacred_armor",
"light_speed",
"fire_sword",
"thunder_hammer",
"poisoned_dagger",
"frost_axe",
-- spells
"arcane_storm",
"arcane_nova",
"arcane_flash",
"mirror",
"fire_wall",
"pyro_metabolism",
"fire_enchantment",
"flashfire_rune",
"inner_fire",
"fire_aura",
"wind_blow",
"air_enchantment",
"sleep_rune",
"teleportation",
"breath_of_life",
"thunder_storm",
"frost_burst",
"regeneration",
"osmosis",
"water_enchantment",
"freeze_rune",
"conjure_ice",
"ice_storm",
"healing",
"rock_fall",
"earth_enchantment",
"entangling_roots_rune",
"rock_storm",
"earthquake",
"poison_storm",
"demonic_pact",
"soul_bound",
"burning_thunder_shield",
"burning_thunder",
"fierce_storm",
"energy_whirl",
"water_breathing",
"blizzard_shield",
"blizzard",
"life_flow",
"life_bloom",
"health_shield",
"fever_shield",
"cold_fever",
"feast",
"scorched_earth",
"inner_strength",
"volcanic_shield",
"volcano",
"higher_metabolism",
"antipode",
"frostfireball",
"frostfire_shield",
"fire_and_ice",
"power_flow",
"angelic_shield",
"magic_bridge",
"hurricane_shield",
"hurricane",
"rebirth",
"nature_grace",
"nature_shield",
"wrath_of_nature",
"drain_life_bolt",
"regrowth",
"oracle",
"asphyxia_shield",
"asphyxia",
"all_shall_fall",
"force_tide",
"life_steal_bolt",
"desolation_shield",
"desolation",
"swap",
"phoenix",
"cure_petrify",
"sky_shield",
"wrath_of_the_sky",
"transfer",
"life_flame",
"elemental_shield",
"elemental_storm",
"superior_cure",
"might",
"immortal",
},
}
function removeTraits()
for _,mod in pairs(mods) do
for _,trait in ipairs(mod) do
for i = 1,4 do
party.party:getChampionByOrdinal(i):removeTrait(trait)
end
end
end
hudPrint("Mods traits cleared")
endI did not myself add custom classes or races but I would like also to find what can be done to handle those. So if you have done this in your mod and eventually have a saved game you can share with me to test what conversions can be done, I will work on it.
Thanks !