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➜ SMAUG
➜ SMAUG coding
➜ Some questions about some changes
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Some questions about some changes
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| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Wed 04 Jan 2006 03:04 PM (UTC) |
| Message
| Ok, its been a long time since I dealt with the code system, so consider me a n00b for awhile. lol
Anyways, I'd like to make some changes. I think I may have posted about them before, but oh well. Anyways...
1. I would like to set guilds upon creation (start up and you're automatically in your respective guild).
2. Allow players to join both a guild and clan/order (Slight change in variables?)
3. Allow for an evolving skill set, such as letting a player with the weapon skills Short Swords, Long Swords to, after adepting the previous two, lose both and gain the skill Swordmanship or something along those lines without practicing it to a) keep the skill list shorter and b) allow for new abilities (more damage for weapons under the specific type in this case). I'd also love to do the same thing for skills and spells, i.e. turn Flameshot to Searing Spear to Fiery Spear, and giving each a diffrent damage and effects
4. Change the position system so that combat styles are seperate, and add in new positions such as knocked down and disabled (or something along those lines)
5. Add in physical condition system similar to bleeding, but also with crippled, poisoned, dazed
6. Add in an after avatar leveling system (copy previous leveling system and add in level2 variable or osmething similar?)
7. Use vampire as like a profession, and not a class (able to be a Warrior/Vampire, but using it as something similar to a condition, maybe permanent condition?)
8. Profession system (i.e. multiclass system only using a 2nd set of classes instead of the "major" classes
9. Upgrade/replace missile weapon system to something useable (allow for the use of ranged weapons, giving it a purpose again)
10. Percentage resistant system with immune and absorb. This I think someone said would be simple, but wanted to ask again since I'm listing this anyways
11. Allow the creation of poisons/salves and their use (using herbs instead of spells to create them)
I'll leave it to that. If you can give me a nudge in the right direction to working on these (files. Some of them don't seem to make sense, and aren't labeled very well), I'd appreciate it | | Top |
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| Posted by
| Dralnu
USA (277 posts) Bio
|
| Date
| Reply #1 on Wed 04 Jan 2006 04:24 PM (UTC) |
| Message
| Some things I did forget to put into that list I consider kinda high on my list of need to do (mostly preventative so that something major won't be changed mid-game, and keeping everything semi-useful. Nothing worse then -4000 armor when -300 is the max you really need)
1. Change the armor system to reduce damage inflicted by the amount of armor the player has (not including magic, unless the armor has a magic flag on it)
2. A rune/weapon upgrade system.
3. Removing the damage cap once armor system is repaired
I know this is asking alot, but like I said, I havn't touched code in months, and wasn't that grand at the start, so I'm basically starting from square one... | | Top |
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