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Re: more than 5 swings a round?

Posted: Fri Mar 28, 2003 10:29 am
by MrBlack
Perhaps give the weapon a max usable level so that they have to move on and get a weapon that would do more extra damage to reflect the higher level and supposedly higher stats

Re: more than 5 swings a round?

Posted: Fri Mar 28, 2003 10:49 am
by Speed
Sigh... workarounds... It would work, but theres no real point to it. Why do double the swings, when you can just double the damage per swing. You could effectively add extra damage, and add spells onto the swings, and make a more balanced weapon than you could if you were to add more swings onto it.

Re: more than 5 swings a round?

Posted: Mon Apr 21, 2003 5:52 pm
by Ark
If you wanna base the extra swings on agil, couldn't you just link a textblock to do an agil check each swing, and on a successful check, call the extra hit spell?

Re: more than 5 swings a round?

Posted: Mon Apr 21, 2003 7:16 pm
by Panterra X
youd have to make the hitspell link to a textblock.. dunno if that kind of check would work... give it a try

Re: more than 5 swings a round?

Posted: Mon Apr 21, 2003 7:49 pm
by Speed
He may be on to something.

Re: more than 5 swings a round?

Posted: Mon Apr 21, 2003 8:35 pm
by Delete
isnt there an AddEnergy flag or some shit like that? I know a full round has 1000 energy, maybe altering somehow to change it to 2000 energy.. unless thats just with spells, I may be mistaken.

Re: more than 5 swings a round?

Posted: Mon Apr 21, 2003 11:18 pm
by Ark
well, it works... kinda.



You can use the EnergyLevel flag in a spell, but you cannot use it on a weapon, from my testing.





I appear to be wrong, I put it on a weapon and managed to make it work. Apparently 200 energy added is ok, but 1000 added is not. I'll keep testing and see if I can figure out what the real limits are.





I was right to begin with, I forgot I'd cast my +energylevel spell before shutting down the server, so it seemed like the weapon level worked.. my bad :/



- Ark

Re: more than 5 swings a round?

Posted: Sat Nov 29, 2003 1:49 am
by Sven
As I recall, there is a space in Nightmare that increases the min and max dmg a spell does per level of the caster. Does that not work on weapons?

Re: more than 5 swings a round?

Posted: Sun Nov 30, 2003 7:59 pm
by DeathCow
And, seeing as you can't critically dice, what if you put the added spell on a level 10 weapon? Say the spell goes for 5-14dmg, 100% of the time. What would happen when a halfogre with 150 str is wielding it, at lvl 50? Would he still get 5-14 damage, or would his strength bonuses go into affect, making it a more worthwhile weapon? (Hypothetical, not realistic).



I mean, it's cool to add more than five swings, but there are many many drawbacks. I don't think it would be realistic to have a ten-swing weapon on a lvl 50 char, without massive thought going into balancing the damage.

You could have it crit by making a spell that critically dices. You could have the weapon cast spell lets say 9000. spell 9000 casts on end spells 9000-9004 spells 9000-9003 are normal hits and spell 9004 a crit..I dunno for certain if that would work..but i think it would.

Re: more than 5 swings a round?

Posted: Mon Aug 02, 2004 3:24 am
by ruiner
You could have it crit by making a spell that critically dices. You could have the weapon cast spell lets say 9000. spell 9000 casts on end spells 9000-9004 spells 9000-9003 are normal hits and spell 9004 a crit..I dunno for certain if that would work..but i think it would.



But is there anyway to add in a level and/or stat value that would directly effect the % of the latter spell which would be the crit spell? That way you wouldn't just have one flat crit % with the second hit? You could also add in a spell for a miss if you really want to add even more realism I spose.