spacechase0 submitted a new mod: Luck Skill - A luck skill from vanilla, except now you can actually level it. Read more about this mod...
I am not really sure how to put this in do I have to replace a file or just add the whole folder in the stardew valley? Any clear instructions?
It does - technically - still work. It scales and levels without any problem. The only issues is that if you open your skills page it will crash
Right, but that would be a great thing to have fixed. Even if the fix is to remove it from the Skills page so it doesn't affect it or some such. Otherwise, I foresee myself being super unhappy when I accidentally crash the game.
spacechase0 updated Luck Skill with a new update entry: 1.11 update and fixed cursor drawing under things. Read the rest of this update entry...
Pretty excited to try this mod now that it got updated for 1.1 (I've been away from the game for a long while). I was thinking of the items that need names and was brainstorming ideas. Generic ideas for names that could be used would be items commonly associated with luck, like "Four-leaf Clover", "Lucky (or Golden) Horseshoe", "Triple 7s", "Pot o' Gold", "Wishbone", "Rabbit's Foot", "Fingers Crossed", "Loaded Dice", "Luck o' the Irish". Level 10: NEEDS_NAME_E - Nightly events occur twice as often. -- For this one I was thinking of things that are synonymous with things repeating, such as "Déjà vu" or "Groundhog Day". As for the possibility of other skills that you might be able to do that go with these names: Loaded Dice: The daily luck modifier will only ever result in a 7 or 11 (winning dice in craps); as in +.07 or +.11 (admittedly, by default the game daily luck only goes up to +.1 but I don't think that'd matter assuming you can override the daily luck value). Pot o' Gold: Some sort of gold gaining perk like, on a high-luck day, all earnings are multiplied by a certain factor depending on luck skill level. Rabbit's Foot: On a high-luck day your character moves faster. Wishbone: Make a wish! You get another menu that allows you to choose between fame, fortune, or friendship. Depending on your choice you'll either double your current standing with everyone in town (fame), double your current money (fortune), or double your current standing with all of your animals (friendship). Last Chance (or Lucky Horseshoe?): When you take a hit from a monster that would make you faint, there is a chance that your character's HP will be reduced to 1hp instead. Triple 7s: Chance to win when gambling in the casino is greatly increased. Anyways, dunno if any of these ideas are helpful but hopefully something I brainstormed will be something you want to add to the mod that is actually do-able. Thanks for reading and for all your hard work on the mod!
spacechase0 updated Luck Skill with a new update entry: Fixed skill menu crash. And apparently skipped 0.1.2. Read the rest of this update entry...
For other Luck Skills maybe something involving how often worms show up or the frequency that other skills proc? (for example the foraging skill that gives a chance to double harvest or the one that gives a chance for hardwood to appear when you chop a tree down) Also thanks for the update!
For the quest one, I think a good name for that would be relating to other rpgs where you do a lot of quests.. How about Quest Hound? Does that work?
As for the second level 10 upgrade.. I guess that depends on what you want to do with the first. I assume you mean a upgrade to the original great general luck.. So another way to use that would be 'upgraded luck for specific tasks' which could possibly give you a higher quality item through using stuff for Artisan goods or other resource transforming things, as in: If you would normally get a silver star, you'd get a gold star instead sometimes. I'm not entirely sure on the mechanics of artisan goods as I only lightly dabble in that stuff, I saw stuff saying that you can only upgrade artisan goods through aging and other methods so.. It'd have to be something you have to pin down as to what to upgrade in terms of luck and what is accessible via normal play like foraging and getting more gold star items and stuff. A good place to start would be getting lucky involving time spent on either upgrading artisan goods, animals or stuff involving foraging. But I suppose there's already Botanist for foraging. Just trying to brainstorm ideas to help with the mod.
Theres a bit of disparity between the two skills. increasing daily luck means more ores, lumber, potatoes, everything. More quests means.. more quests I won't be doing because they aren't worth the effort anymore.
i wonder if causing lightning strikes to happen more often would be too dangerous a trait to pick. Spitballing other things that could be affected by Luck traits: -Slime egg-press gives even drop chance for each color -Double drops from Recycling Machine/Crystalarium/Worm Bin -% chance to double xp gain for other skills -Burglar Ring effect(so you don't need to equip it anymore)
So I'm in the process of doing a new game with Luck skill and a couple other mods. One thing I've noticed is that I'm getting a lot more storms/rainy days. WAY more. Is this a function of the luck skill mod?