Closed: Overriding additional Daggerfall formulas
- Hazelnut
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- Joined: Sat Aug 26, 2017 2:46 pm
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Re: Overriding additional Daggerfall formulas
This is now in the master codebase, so please let me know how you go with it UV. Any issues I will try and fix swiftly.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods
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- Posts: 24
- Joined: Mon Mar 12, 2018 12:39 am
Re: Overriding additional Daggerfall formulas
I really look forward to a rework of these formulas.
Perhaps your mod adding a sound effect when something is blocked or dodged? I think that would be helpful in conveying how combat is flowing.
Very excited to see this come up!
Perhaps your mod adding a sound effect when something is blocked or dodged? I think that would be helpful in conveying how combat is flowing.
Very excited to see this come up!
- Hazelnut
- Posts: 3016
- Joined: Sat Aug 26, 2017 2:46 pm
- Contact:
Re: Closed: Overriding additional Daggerfall formulas
Did UV ever do anything with this, I don't recall seeing anything but i might have missed it. I do hope UV pops back around sometime and we find out what he wanted to do with these...
Anyway, I'm changing the method signature of CalculateAttackDamage & CalculateWeaponAttackDamage for the archery enhancements and it will break mods that rely on the current signature so this is a heads up in case. Although Allofich changed them back in Jan so I guess it's probably not an issue. I like to be thorough tho.
Anyway, I'm changing the method signature of CalculateAttackDamage & CalculateWeaponAttackDamage for the archery enhancements and it will break mods that rely on the current signature so this is a heads up in case. Although Allofich changed them back in Jan so I guess it's probably not an issue. I like to be thorough tho.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods