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Non-Magic Class Spells?
Posted: Tue Oct 28, 2003 5:19 am
by Raum
Is there a simple way of allowing non-magic classes (In this instance Thieves) "cast" spells - in essence, a 0 mana spell that gives them a skill. What I'm attempting righ tnow is to add an extra attack for thieves - we all know they are in need of some major help :P - Basically a Backstab durring combat - I've set the spell type to 'None' - Given it to my thief - But when I try to "cast" it, I get the message 'You have no spells to cast' -
Any ideas?
Raumbonius
Re: Non-Magic Class Spells?
Posted: Tue Oct 28, 2003 2:02 pm
by REX_EVERYTHING
Is there a simple way of allowing non-magic classes (In this instance Thieves) "cast" spells - in essence, a 0 mana spell that gives them a skill. What I'm attempting righ tnow is to add an extra attack for thieves - we all know they are in need of some major help :P - Basically a Backstab durring combat - I've set the spell type to 'None' - Given it to my thief - But when I try to "cast" it, I get the message 'You have no spells to cast' -
Any ideas?
Raumbonius
Make an item that casts the spell that is thief only useable 99999999999999 times a day. So instead of cast (spell) its use (item) not much diffrent kinda like nexus spear.
Re: Non-Magic Class Spells?
Posted: Tue Oct 28, 2003 4:41 pm
by Raum
Make an item that casts the spell that is thief only useable 99999999999999 times a day. So instead of cast (spell) its use (item) not much diffrent kinda like nexus spear.
Okay - If I did something like that, there'd be two problems - Well, One major problem, one sorta problem. First, Theyd' have to HAVE The item .. Not a major problem, just an annoyance ...
Secondly, Wouldn't the item have to be equiped to use? I haven't seen any items yet that you DON'T have to equip first - In which case they'd lose an equipment slot from doing so - Or is there a way around that?
-R
Re: Non-Magic Class Spells?
Posted: Tue Oct 28, 2003 4:52 pm
by Speed
The only way I can see around losing an equipment slot is by making the item level-based and increasing it's stats per genre. Make an off-handed item, call it a rusty shortsword, level 1, no or minor bonus, and let them use that. Then, at level 10, make it just a shortsword, a couple bonuses, yadda yadda. Increase as the levels go up, and make them readily available. That's all I can think of.
There's no way to make a non-magic-wielding class be able to use any variation of the cast command, other than using items.
Re: Non-Magic Class Spells?
Posted: Tue Oct 28, 2003 11:34 pm
by Raum
The only way I can see around losing an equipment slot is by making the item level-based and increasing it's stats per genre. Make an off-handed item, call it a rusty shortsword, level 1, no or minor bonus, and let them use that. Then, at level 10, make it just a shortsword, a couple bonuses, yadda yadda. Increase as the levels go up, and make them readily available. That's all I can think of.
There's no way to make a non-magic-wielding class be able to use any variation of the cast command, other than using items.
I see - Thanks for the ideas guys :) HAving an off-hand "weapon" is something I didn't think of doing - would sure beat the damn main-gauche until lvl 50 :P :)
-R
Re: Non-Magic Class Spells?
Posted: Wed Oct 29, 2003 12:02 am
by Speed
Or, you could simply make thief-only weapons that have a chance (whether 100% or not is up to you) of casting a spell when it hits. The spell could then be directed to say something like "You slash blah blah for xx damage!" to look like a real hit. Get creative with your messages and extras.