X
Xanthos
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MetallicSomber said:I was running the old Evo merc script for some time and Finally decided that it needed a complete rework myself....
All of the other Evo scripts I have looked at are complete crap - loaded with bugs and lag making bs. Doing a clean implementation was the only way I could put Evos on my shard. That said, I have to admit I got carried away with the last release and slipped a few bugs in to my system. I will be fixing those shortly.
This system allows you to design/redesign any type of Evo creature. Edit the MercenarySpec.cs to change the attributes at each level of the evolution. Of course changing a stage that a merc has already passed will not affect that merc but will affect mercs that have not yet reached that stage when the acheive it. The MercenarySpec class controls the number of stages and other global information about how the creature evolves, whether it produces young etc. The stages are kept in an array of BaseEvoStage, where each BaseEvoStage subclass represents how the creature's properties will be set up when it evolves to that stage. You have complete control of stats, skills, etc. in this file. There is more explanation in the docs and in BaseEvoSpec.cs as well.
I think its rather pointless to gain skill in each stage since the merc will gain in skills as it uses them. Just set the minimum values and maximum values it should have, in the MercenarySpec calss, and they will be randomly assigned and increase through use. You can do this as follows:
Code:
// Change this:
m_MinSkillValues = new int[11] { 100, 100, 100, 100, 100, 100, 100, 100, 100, 100, 100 };
m_MaxSkillValues = new int[11] { 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120 };
// to this:
m_MinSkillValues = new int[11] { 70, 70, 70, 70, 70, 70, 70, 70, 70, 70, 70};
m_MaxSkillValues = new int[11] { 120, 120, 120, 120, 120, 120, 120, 120, 120, 120, 120 };
The other merc systems you are used to have a bug where they will not gain beyond a certain number of total points; not so with my system.