Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.ModOptions.ModClassOptions.InitializeCustomClassActions () [0x0002c] in <bf282aefe2ec4f968b1b5007377bdb7b>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <99518a644a3e4a7ea3fde566568df84a>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
https://steamproxy.net/sharedfiles/filedetails/?id=2236103336&searchtext=rimworld+of+magic
同じpackageIdの2177117837との混同じゃないかな?
Not true, not sure why rimpy says that.
(when i finish some more themed boxes for my recycling mod, i thought about making some spells for this mod too) :)
If you're comfortable modifying xml, take a look at the Arcane Conduit trait. You can add the modExtension used there to the trait of another class to boost the regeneration of just that class.
Want to create a dragon rider -esque class to pair with dragon's descent
You are a either a madman or a saint, and I cannot get enough of the Shadow class. My Gladiator slew a mechanoid dragon with a Legendary quality infused Adamantium zweihander a few days ago. That's several mods right there, working completely in unison.
RimWorld is a decent game by itself, but it's the modders that make it a magical experience. Pun intended.
****PSA****
DO NOT EDIT THE MAXLEVEL OR YOU WILL RUN INTO ISSUES
****PSA****
Torann put explanations in each of the files, for what needs to where; only knowledge needed is a general understanding of xml.
Sounds like a great idea. I created a discussion threat for people to post their classes.
@Netzach Sloth
Lich is a trait based ability, it changes necromancer trait into lich trait. It only works if you first have the necromancer trait. No trait based ability (bladedancer, ranger, lich, etc) will work with a custom class.
A mod extension for traits will be added to the next update to RWoM which will allow adjustments to regen, max mana, etc. You can approximate the lich by creating a similar hediff and assigning it as the class hediff, then tagging the class as a necromancer and an undead to achieve a similar result. The Death bolt spell can be assigned independently.
Not trying to seem pushy by the way.
There are no learnable class-locked might skills. It's there if any are added in the future. These are abilities like master spells, or learnable skills usually restricted to one class (druid "briar patch", fire mage "dry ground"). If the ability has skills, like the master spells, then you'll add the skill to the list of mage abilities, and the item used to learn the skill ("eg "SpellOf_Firestorm") to the learnable list.
If you leave the learnable list empty, you'll still be able to learn all unrestricted spells.
Question:
[quote]learnable might related skills - currently all learnable might skills are open to every class[/quote]
Is that because it's empty in the example, or because it hasn't been implemented yet?
On that note, for mages; does learnableSpells include all generic learnable spells when empty, the same way it sounds like it is for skills, or do you need to include everything in that list, both generic learnable spells, and class specific learnables?
All you have to do is to change its name and add/remove the spells you want
I can help you to some degree