Nice, I'll be sure to check it out. Much appreciated!
Nice, I'll be sure to check it out. Much appreciated!
Thanks, but I meant to ask where the class sets that are accessed by those templates were, haha. Sorry for the confusion.
Hey raics
I'm also interested in messing around with racial templates; From what you're saying it sounds like access to classes is similar to the way access to weapons by classes works, am I correct?
Any chance you could point to the address where, for example, Denam's template is? I don't remember seeing anything like it, but it's been a long time.
Thanks in advance and keep up the awesome work!
From what I understand, the reason archers were given 4 movement was to offset the large penalty to RT they got from using ranged weapons.
If swiftfoot is coming too late in the game its level requirement could simply be lowered.
Heh. It's kinda funny how many unrelated things are stacked on one another in a single byte. Suppose they wanted to save space or something.
That should probably cover all weapon variables though, right?
So, I changed all the weapon values there to 00 and went to Phorampa Wildwood at level 50. Half of the enemies in there are carrying a unique weapon (Gae Bolg and such), so I'm guessing it worked.
It looks like 00 is common one handed, 02 common two handed, 04 crafted/rare one handed and 06 is crafted/rare two handed. There are some bytes at 16 and 0C which I have no idea what's different with them.
At least this should allow NPCs to carry crafted items if you want to go that way. Just need to figure out the values for the other types of items.
Any idea of what the 04 at 699A6 is? After a quick look it seems like crafted/rare items have that value while common items have a 00.
I think Garu means something more like classes having different base stats, but their growths being the same, so the difference in strengths is basically always the same. Instead of them increasing more and more compared to other classes.
I personally prefer the more defined strengths too, but either way could work well.
Ah I get what you mean now. I guess weapon/magic attack would need to scale at a faster rate than armour to account for HP growths.
Might not be that easy to balance, heh.
For the equipment you can do one of two things:
In 03E8.bin go to the address 83CA2 and change the 1A to 00. This is the equipment set; 1A being the Lord's and 00 being the Templar's or some such, which can equip everything as far as I know.
The other option would be to change every piece of equipment (in 03E8.bin too) so they're usable by the Lord class. Doing that is a lot more complicated, and time consuming.
I feel like completely getting rid of stat growth would kind of defeat the point of leveling other than for skills. That said, heavily reducing it might very well make the game more balanced and fun to play.
You'd have to take a look at equipment stats too if you go that way though, or it'd become way more important than anything, wouldn't it?
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