See bottom for file with list of slave specs. It's just used as a simple string check, so if you have the right spec, then you get a bonus for the current action. Spelling and case matters, but you generally won't know you got it wrong (if you mess up the state spec then it can crash if not using the debug mod). Specs can be edited at any time, but you have to match expected values. I may clean that up for the next version, but there is no policing of gameplay so feel free to exploit it if you wish. As such it is most likely possible for the player to benefit from both a player and slave spec by editing the save file, though the game will probably only report having one. Though this is more an oversight than a feature, so there will be no means of changing it mid-game. Due to old design quirks, the player has their spec stored in 2 locations. The save files are JSON formatted and quite easy to work with using online JSON editors or text editors with an add-on.Īnswer#1: You called the player's specialization a "starting spec", but only some of them provide a starting bonus and all of them provide bonuses throughout the game. The game's script files (.gd) are plain text and can be opened and edited(it reads them during runtime) with any decent text editor. The Discord( ) is a better place for answers on the inner depths of the game, but it'll probably be me answering them either way.
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