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new magic [Archive] - ForumsHQ

Posted: Tue Jul 16, 2002 4:45 pm
by darcnes
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..

Re: new magic [Archive] - ForumsHQ

Posted: Fri Jul 26, 2002 1:24 pm
by Malogrym
running version i, i tried this by converting bards and their spells to bardic-2. however, for some reason the classes i added bard-1 to never regen mana past their level 1 max. (ie. Mana: 8/42 forever) Any thoughts on this?

Re: new magic [Archive] - ForumsHQ

Posted: Fri Jul 26, 2002 2:10 pm
by Covenant
I ran a whole new spell set a long time ago for psionicists. Here's what I did, and what you can do:



1) Pick the primary stat for your magic type:

Mage - INT

Priest - WIS

Druid - INT + WIS

Bard - CHA

I chose Druid for my Psionic spells. Again the choice here only determines what stats are going to be your spellcasting stats. Keep in mind if you choose Druid, your spellcasting score is lower (since you need two stats to raise it), and you fail spells more. You might want to make your spells easier to cast in general.



2) Make the class in the dat files. Using the -1, -2, -3 will determine the mana regen. As you noticed, Bard-1 mana regen is extremely low. I don't think it's necessarily always 0 though. You can get the same problem of zero regen on a Mage-1 class if your int is 20 or so. Try editing the character's level to 50 and seeing if you can get Bard-1 to work if you want. Alternatively you could make a bunch of mana-regen increasing items that were just for your Bard-1 class. For the record, Bard as it stands now is a Bard-2.



However, the regen is so low on Bardic magic in general, you'd really have to give a Bard-1 class some low mana spells for it to ever be useful. I'd recommend using Bard-2/Bard-3 if you want multiple Bardic classes. (I had a combat-2 Bard-3 class on my mud, and gave it some additional songs; it played something like a missionary). Anyway, I made my Psionicist a Druid-3 caster. I also made a hybrid which had Druid-2 Psionics and some Ninja abilities.



3) Go into the item data files. Edit all the CURRENT spell scrolls and items so that only the appropriate classes can use them. In my case, I had to go in and add the class restriction flags to all the druid and ranger spells.



4) Make your new spells. Be sure to flag them to the appropriate magic level if you're going to use multiple classes on your new spell type. Shrug, you know what you want to make, let your imagination run wild. My Psionicist specialized in single-target attacks and self-defense.



5) Make your new TeachSP items. And you'll need to flag these with the class number for your new class. I never found a way to make an item teach multiple spells reliably without a text block. So sticking to one spell an item is easiest. List them on a merchant, make them drop, whatever. I just tacked a hidden room onto Silvermere and had them sold.



That's pretty much it. There's really no limit to how many new types of magic you make. The only limiting effect is the fact that your mana regen stats are determined by the magic class/level you used when you made your new class. Without messing with the DLL, I couldn't find any way to make something that had, I dunno, mana regen based on health, for example.



For the second poster, I also did something similar. I had a dual-wield class (only one class). They could only use their class-restricted weapons. All of them proced a second swing, and each had various unique attributes as well. It was a fun thing to play, each of your weapons had different strategic uses. One thing to note is that since you have a spell determining your second "hit", you have to be careful to keep the damage of that second hit in line with the damage from the actual weapon hit. It looks silly to hit for 100 with one hand and 4 with the other. CastSp is pretty flexible in general. I never had any problems chaining a series of spells together.

-Cov.

Re: new magic [Archive] - ForumsHQ

Posted: Fri Jul 26, 2002 2:45 pm
by Malogrym
As it turns out, the prob was that the char in question had never raised his 20 charm... We have trolls on our board ;) bardic-1 with 20 charm equals about nada/zilch/zero mana regen ;)

Re: new magic [Archive] - ForumsHQ

Posted: Fri Jul 26, 2002 6:26 pm
by Panterra X
heh.. this is like the oldest shit in the book...

Re: new magic [Archive] - ForumsHQ

Posted: Fri Jul 26, 2002 7:26 pm
by Covenant
Of course it is. *I* am the oldest shit in the book.

-Cov.