铁锤守卫英雄传2

铁锤守卫英雄传2

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Captain's Avianmancer Class
   
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7 月 13 日 下午 12:22
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Captain's Avianmancer Class

描述
A Bird Based Summoner Class.

Main Stat: DEX
Title Bonus: 3 Resistance Per Level


Active Abilities:

Bird Seed: Aoe that summons magpies on hit

Marking Pulse: Aoe that marks foes (Increases their chance to be crit)


Passive Abilities:

Bird Army: Passively Summons ravens to assist you.

Bird Call: Summons a magpie for every 20 mana spent


Subclasses:

Crow: "zerg" like subclass focusing on generating crows to throw at foes.


Murder Of Crows: AOE that summons crows on hit

Crow Call: Spending 20 mana calls a crow. works with bird call (both are summoned at the same time)


Parrot: Less Units than Crow Spec but they have more hp and damage.


Polly Wants A Cracker: Summon a parrot and do aoe damage.

Toucan Summon: passively summons a toucan to assist you.


Phoenix: Grants a single, powerful unit


Phoenix Bomb: Throw an exploding projectile. Made of 20% Real Phoenix.

Phoenix Friend: This Fried Chicken shoots at a range.
8 条留言
Captain Vortex  [作者] 10 月 23 日 下午 6:39 
Subscribed Mods Are Unchecked By Default
Captain Vortex  [作者] 10 月 23 日 下午 6:37 
Once Mods Are Enabled, Each Mod Has To Be Enabled (Check Marked) To Work.
Then The Class Will Appear On Character Creation
KyoMaxy 10 月 23 日 下午 5:25 
I've enabled them on launch options
Captain Vortex  [作者] 10 月 22 日 下午 4:34 
all mods have to be enabled first. Note that modded saves cant co-op with non modded so making a backup is advised. If enabled, it should appear on character creation.
KyoMaxy 10 月 22 日 下午 12:33 
how do i use this class? ive already subscribed
Captain Vortex  [作者] 7 月 18 日 上午 10:18 
all mods need to be put in the mods folder
Captain Vortex  [作者] 7 月 17 日 上午 10:31 
step 1: use the packager.exe then unpack base files (looks like a box symbol near top of window)

step 2: depends on what you want to do for a mod:

class mods, for example, nead a .sval file in the players/*classname* folder

skills are done in players/*classname*/skills folder (make sure the file path matches in the class sval)

projectiles are done in players/*classname*/projectile folder or whatever path you like, make sure they are reference properly in skills

actor units are usually done in the corresponding actor folder.

One can unpackage subscribed mods to see how the file structure looks, and most files can be read with a basic text opener.

all mods need an info.xml inside the mod folder base.

I can probably explain more if i get a general idea of what you want to do
Dr. Cooch 7 月 17 日 上午 3:10 
How do you make mods for this game? I got some ideas but idk what to do