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the best new skill idea  XML
Forum Index -> Druids RPG
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v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Okay many people have mentioned maybe making weapons capable of having two magic properties at once. I'm not claiming that idea, but I am claiming I've found a great way to put it into the game.

The Double Magic Skill

Level 1: All weapons you pick up are some level of Energy + random magic
Level 2: Poison + random magic
Level 3: Force + random magic
Level 4: etc

See in this way, you can buy a skill to have double magic properties on all guns. The first being predetermined by the level of the skill, and the second still being random. And you could have many many levels to this due to the number of magic types available in the game.

And to keep it fair, you can design it so the less desired magic skills come at lower levels, and maybe some like Infinity wont be available through use of this skill. And since some of the magic types have negative effects like misfortune, draining, -1, you could still get some of the bad magics.

I myself would spend a great deal of points in this skill to get it so that all my guns are either Sturdy or Healing plus whatever the game throws at me randomly.

The only part I see being difficult with this would be making it agree with the Loaded skill at Level 5.
bushbomb

Killing Spree

Joined: 01/21/2005 14:06:46
Messages: 48
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I think that would require quite a bit of code. Currently each RPG weapon is a class, like "RW_NullEntropy" and having 2 modifiers I'd think would mean you need to create a class for PoisonNull, EnergyNull, ForceNull, etc, then move on to PoisonKnockback, EnergyKnockback, ForceKnockback, etc for each and every weapon type.

I may be wrong, but that's how it appears this would have to work. Each one has it's own way to deal with damage (adding per %, freezing them, etc) and you can't just mix them. That's a lot of classes to make, but it's certainly possible.

Would take a hefty effort to get them all there I think.

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TheDruidXpawX

Wicked Sick!
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Joined: 12/19/2004 18:32:13
Messages: 1946
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I've actually put a bunch of thought into mulit-ability weapons, and while I think it would be easy, I think it would be broken.

Here's how it's easy:

Each RPGWeapon, contains a Weapon called ModifiedWeapon. RPGWeapon, while it extends Weapon, isn't actually a weapon at all. It's a wrapper around the modified weapon, and it makes it's modifications and then calles the modified weapon for the kaboom. It would be fairly easy to make the ModifiedWeapon be another RPGWeapon with another skill of your choice.

The problem is then your damage is multiplicitive. a +3 protection +3 energy flak would go up 30% and then that would be totaled up by another 30%

Plus, even if you capped the damage, you still have to deal with the possible exploitability here... a lot of attributes would be silly stupid if combined... A Freezing +6 knockback +6 flak would just be nutty...


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