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Minor Suggestions


Matt
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I'd like to suggest a few features that I thought should be included.

- Two handed weapons

- Attack frames for NPCs and players

- Items with two paperdolls; One for male, and one for female.

- NPC spells

- Binds; on equip and on pickup

- Random spell damage

- NPC attack speed

- Map animations :3
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- Possibly.

- Possibly.

- I dunno about this one, I doubt a lot of people would really require it.

- Possibly.

- Same as the other one, how many people would really need this?

- Same as above.

- Possibly.

- Possibly.
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> Not sure what you mean by random spell damage. Like literally spells do random damage? Doesn't make sense to me.

I should rather say some sort of "vital" equation. Having spells heal/damage the same amount every time is a bit dull.
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> I should rather say some sort of "vital" equation. Having spells heal/damage the same amount every time is a bit dull.

Well yeah, that's an alright idea - actual spell damage/healing formulas.
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> I should rather say some sort of "vital" equation. Having spells heal/damage the same amount every time is a bit dull.

Oh, so spell scaling? I posted something on that awhile ago. I can't find it though, so here's one by Rob Janes.

http://www.touchofdeathforums.com/community/index.php?/topic/115148-spell-scaling/page__hl__%2Bspell+%2Bscaling
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The paperdoll thing for two genders, I kinda like that idea. It would work for 'some' stuff if you had a pixel artist to make the different images.

Bound items, I don't understand why eclipse shouldn't have this any more? It used to. I use it in kryce from the old EE series, I have it on a grappling hook a player gets in a dungeon as it's the only place it can be found and you need it to access certain areas.

Spell damage, I wouldn't say 'random'. i'd say have a modifier, so that it ranged between x and y.

For instance instead of FIRE hitting 50 each time, have it vary between 45 and 55\.

as for everything else, sounds decent.
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> I mentioned it before. How many people would really honestly need this? Not many.

Anyone who wanted to make a successful game utilizing the paperdoll system. I don't recall of many popular online games where you can't customize your character in some way besides picking their race/model.
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- Random spell damage:

>! **Open Server**
>! In **modCombat**, look for:
>! ```
Vital = Spell(spellnum).Vital
```
>! Replace by:
>! ```
Vital = RAND(1, Spell(spellnum).Vital)
```
>! - Two handed weapons
>! >! [http://www.touchofde…weapon-2-hands/](http://www.touchofdeathforums.com/community/index.php?/topic/129460-creating-weapon-2-hands/)
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> - Random spell damage:
>
> >! **Open Server**
> >! In **modCombat**, look for:
> >! ```
> Vital = Spell(spellnum).Vital
> ```
> >! Replace by:
> >! ```
> Vital = RAND(1, Spell(spellnum).Vital)
> ```
> >! That's a very simplistic approach, I'd prefer to add something within a certain range of the vital.
> >! > Anyone who wanted to make a successful game utilizing the paperdoll system. I don't recall of many popular online games where you can't customize your character in some way besides picking their race/model.
> >! Adding a lot of obtainable gear and giving players a load of customisation options at the start fixes that. I really don't see a need for sex-based paperdolls.
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> That's a very simplistic approach, I'd prefer to add something within a certain range of the vital.
>
> Adding a lot of obtainable gear and giving players a load of customisation options at the start fixes that. I really don't see a need for sex-based paperdolls.

Yes but if you male and female character models are noticeably different it would be needed. I won't for my game, I'm just saying for some people it would. Then again most people who make games on here use the RPG Maker graphics so it doesn't matter.
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That's what I'm assuming - that people will have similar sprites. The way the engine is going to work should make it pretty easy to add that feature anyway.
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> - Random spell damage:
>
> >! **Open Server**
> >! In **modCombat**, look for:
> >! ```
> Vital = Spell(spellnum).Vital
> ```
> >! Replace by:
> >! ```
> Vital = RAND(1, Spell(spellnum).Vital)
> ```
> >! Maybe Vital = RAND(Spell(spellnum).Vital - ((Spell(spellnum).Vital/ 100) * 10), Spell(spellnum).Vital+ ((Spell(spellnum).Vital/ 100) * 10)) could be best since higher levels +1 -1 damage won't make much difference
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