new magic [Archive] - ForumsHQ
Posted: Tue Jul 16, 2002 4:45 pm
I was thinking about finding a way to get new magic type stuff into the game, and the whole dual-classing, adding magic to classes that dont have it..
Still not sure how to get magic to any class in the first place except to permanently edit every class for this.
Went through spells changed all mage spells to at least mage-2 (since there's still no wardancer, no big.. but for anyone who's made one you can simply give bards a little boost and upgrade them to bard-2 or whatever) .. give the specified class mage-1 (or whatever) and start creating mage-1 spells for them to use.. to keep it so that only that class can use it simply make items (i used amulets) that have the learnsp tag on it with needed spell.. the only hitch is, it seems that unless its item type is set to scroll, you can only learn one spell from each item.. (but then this opens the possibility of quests like black/red chitin armour, make good armour for them to get, that also teaches them a spell :)
Likewise.. for duel wielding I made an item that said class can equip (or any class) that procs a percentage of the time with a message that you slash with offhand.. or whatever.. (blades of balance and those new two swords are kinda retarded.. anyone wielding two blades sure as hell aint gonna be swinging as slow as a great axe) .. im not sure about adding other effects to these weapons yet..i need to experiment about adding a second %cast spell (one for second weapon, one for actual effect ie.. sunsword scorch) and also about adding %cast to actual spells .. sort of like elemental fury for druids is.. but instead of guaranteed to give a chance to cast all 4... make each spell have a chance to do the endcast.. first part is a given.. 90% to cast second.. 95% for third 70% for fourth. that sort of thing.. .. would like to tie that in to mystic abilities so that i could make upgrades to jumpkick, ie.. a progressive chain of attacks where.. (all of this using kai-powers) you start a punch, then you have a 90% chance of kicking, 60% of jumpkick, 30% of drop kick and like 5% of high damage end combo move thing.. so instead of having the base 5% for the massive damage one, it would be way less because you had to complete the other 4 first :ehh: .. my hands are tired now..
Still not sure how to get magic to any class in the first place except to permanently edit every class for this.
Went through spells changed all mage spells to at least mage-2 (since there's still no wardancer, no big.. but for anyone who's made one you can simply give bards a little boost and upgrade them to bard-2 or whatever) .. give the specified class mage-1 (or whatever) and start creating mage-1 spells for them to use.. to keep it so that only that class can use it simply make items (i used amulets) that have the learnsp tag on it with needed spell.. the only hitch is, it seems that unless its item type is set to scroll, you can only learn one spell from each item.. (but then this opens the possibility of quests like black/red chitin armour, make good armour for them to get, that also teaches them a spell :)
Likewise.. for duel wielding I made an item that said class can equip (or any class) that procs a percentage of the time with a message that you slash with offhand.. or whatever.. (blades of balance and those new two swords are kinda retarded.. anyone wielding two blades sure as hell aint gonna be swinging as slow as a great axe) .. im not sure about adding other effects to these weapons yet..i need to experiment about adding a second %cast spell (one for second weapon, one for actual effect ie.. sunsword scorch) and also about adding %cast to actual spells .. sort of like elemental fury for druids is.. but instead of guaranteed to give a chance to cast all 4... make each spell have a chance to do the endcast.. first part is a given.. 90% to cast second.. 95% for third 70% for fourth. that sort of thing.. .. would like to tie that in to mystic abilities so that i could make upgrades to jumpkick, ie.. a progressive chain of attacks where.. (all of this using kai-powers) you start a punch, then you have a 90% chance of kicking, 60% of jumpkick, 30% of drop kick and like 5% of high damage end combo move thing.. so instead of having the base 5% for the massive damage one, it would be way less because you had to complete the other 4 first :ehh: .. my hands are tired now..