Originally posted by dxpac666
I would assume making quests to give abilities to a class that doesnt normally have it would be time consuming... but I'm not positive. I'd have to ask Atma on that one as he altered the 2nd alignment quest on SinUrge to give 5 tokens which you can trade in for new abilities. It's really useful, but yeah I'm sure it took him forever to do it. But that goes to show that it IS possible.
Few hours. Anyway, it'd be pretty easy to add magic as a dual-class, but it'd take a while and it wouldn't be able to effect titles or the class listed on the status screen. First, make sure all classes have a magic class for their mana. Restrict all scrolls to the proper classes. Then just make it so you can ask an NPC for the 2nd class. The NPC will do a text block to check your class and level to be appropriate and then give you a dual class flag. Like "dual class mage." Doesn't matter what number you make the flag really, just make sure you write it down. Then make another NPC (or hell, even the same one) that gives spells. Do NOT make him give scrolls, or make the scrolls no-drop and poof on death. I prefer the method of having the NPC directly grant the spell ala mystic forms. I believe the command is "learnspell #" the number of course being the number of the spell. Now the spell itself should be a normal spell with the exception that it's not in any certain magic class. It should be "Item/Monster" class. Making a hybrid into a fighter type is a lot more difficult since you can't change one person's combat rating, armor type, ect. You could I suppose give them a lower speed flag and possibly a max damage, AC, DR or crits increase, I suppose. The problem with that is that the speed flag, like most other non-stacking flags, defaults to the highest value. And higher values with speed are BAD. 100 value is normal speed, 110 is slowed down and 90 is faster than normal. So if you give them a speed flag of 65 or 70, and someone casts a haste spell with a value of 90, it's gonna slow them down. Alternatively, I suppose you give them a flag to get into a shop with loyal no-drop items that they can use. Like a sword that's marked as usable by every class (of course with a heafty speed increase (decrease, really) to compensate for the fact that the caster still essentially has combat-1 or combat-2.
... Or I could just sit here rambling alternatives until I get carpal tunnel. .... Nah.
Feasable/Reasonable [Archive] - ForumsHQ
Re: Feasable/Reasonable [Archive] - ForumsHQ
and you said you were having editor's block...
Re: Feasable/Reasonable [Archive] - ForumsHQ
Originally posted by dxpac666
and you said you were having editor's block...
I meant I was out of ideas, not I had forgotten how to do shit. :)
and you said you were having editor's block...
I meant I was out of ideas, not I had forgotten how to do shit. :)
Re: Feasable/Reasonable [Archive] - ForumsHQ
I got ideas for ya, you're just never around. I'd rather have you do em than me try em, since I'll more than likely fuck up the text blocks anyway. you know how they were lookin when you took over for me... nobody could quest unless they knew everything by memory... heheheh. text blocks is the one thing i definately cannot do... but i'll try if i hafta... since I'm smart enough to use backups now.
Re: Feasable/Reasonable [Archive] - ForumsHQ
Question, he said....
In regards to New MODs that MMB plan to create. Just a few ideas I have always wanted to see implemented into MM.
Where, can I ask, did he say MORBID has to do it? These mods aren't going to be made for morbid. They're going to be made for everyone.
(I don't know how to quote)
And this is mainly aimed towards Aragon's post. That's arrogant.
In regards to New MODs that MMB plan to create. Just a few ideas I have always wanted to see implemented into MM.
Where, can I ask, did he say MORBID has to do it? These mods aren't going to be made for morbid. They're going to be made for everyone.
(I don't know how to quote)
And this is mainly aimed towards Aragon's post. That's arrogant.
Re: Feasable/Reasonable [Archive] - ForumsHQ
But see Platinum, the people from Morbid are the only ones who know how to edit, so naturally he assumed pyotr was talking about them.
Re: Feasable/Reasonable [Archive] - ForumsHQ
hrm... some of us know how to edit.. and some of us know how to edit dll's as well.....
And a few more of us have some tricks up our sleeves...........
And a few more of us have some tricks up our sleeves...........
-
darcnes
Re: Feasable/Reasonable [Archive] - ForumsHQ
On the speed thing.. could someone explain the difference between: quickness slowness and speed? I mean, I get the whole, one adds to the total energy pool, one simply reduces the amount of energy needed per swing, but I dont know what the other one does.. and with other flags, has anyone gotten invisibility to work? (and with it, see invis) also the steal hp->mana and vice versa and the spellcolour thing?
Re: Feasable/Reasonable [Archive] - ForumsHQ
Originally posted by darcnes
On the speed thing.. could someone explain the difference between: quickness slowness and speed? I mean, I get the whole, one adds to the total energy pool, one simply reduces the amount of energy needed per swing, but I dont know what the other one does.. and with other flags, has anyone gotten invisibility to work? (and with it, see invis) also the steal hp->mana and vice versa and the spellcolour thing?
Speed can be either an increase or decrease flag. 100 is the normal value on any player. The lower the number, the faster. The higher, the slower. Quickness just plain doesn't do anything. Slowness lowers movement times between rooms. Typical value is 100, which I believe doubles the movement rate. More than likely anything less won't work since MUD isn't too good with time periods less than a second.
On the speed thing.. could someone explain the difference between: quickness slowness and speed? I mean, I get the whole, one adds to the total energy pool, one simply reduces the amount of energy needed per swing, but I dont know what the other one does.. and with other flags, has anyone gotten invisibility to work? (and with it, see invis) also the steal hp->mana and vice versa and the spellcolour thing?
Speed can be either an increase or decrease flag. 100 is the normal value on any player. The lower the number, the faster. The higher, the slower. Quickness just plain doesn't do anything. Slowness lowers movement times between rooms. Typical value is 100, which I believe doubles the movement rate. More than likely anything less won't work since MUD isn't too good with time periods less than a second.