HeroTrackers.lua |
Tue, 12 November 2013 08:18 |
Keshire
Messages: 137 Registered: August 2013
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Senior Member |
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There were only a few differences from Fable 2. These were initially part of Fable 2's gameflow script that happened to be plain text. ;)
This tracker is primarily for experience tracking and specialFX. The playerdeathtracker.lua is vastly different to Fable 2 because of the kingship and renown changes.
[Updated on: Tue, 12 November 2013 10:48] Report message to a moderator
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Re: HeroTrackers.lua |
Wed, 30 September 2015 06:32 |
TheGeniusSavant
Messages: 68 Registered: September 2015
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Member |
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I read through it and I'm trying to come up with any useful ways to mod it. I suppose you might be able to give yourself a little more XP (but, honestly, you get so stinkin' much XP in this game that it's already very easy). On that note, you might try to give less XP...
But the most fun (I guess) mod I can imagine right now would be to figure out a way to mod:
Toggle spoiler
local xp_type = message:GetExtraDataAsNumber()
if xp_type == EExperienceType.EXPERIENCE_STRENGTH then
Debug.CreateEntityAt("FX_PotionEffect_Experience_Strength", "FX", QuestManager.HeroEntity:GetPosition())
elseif xp_type == EExperienceType.EXPERIENCE_SKILL then
Debug.CreateEntityAt("FX_PotionEffect_Experience_Skill", "FX", QuestManager.HeroEntity:GetPosition())
elseif xp_type == EExperienceType.EXPERIENCE_WILL then
Debug.CreateEntityAt("FX_PotionEffect_Experience_Will", "FX", QuestManager.HeroEntity:GetPosition())
end
perhaps by swapping Debug.CreateEntityAt("FX_PotionEffect_Experience_Strength", "FX", QuestManager.HeroEntity:GetPosition()) , etc., with a fun animation sequence (similar to Keshire's vestigial F2 code). For "Strength", I might use "Thumbsup", "Flex", and/or "BloodLustRoar".
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