I'm working on two skills as my first modding project for DoD. It's a learning experience, so I don't fully anticipate this mod to be the greatest thing that I ever produce. Mana Bolter is the first skill. While it's a Wizardry skill, it has synergies for Rogue-Wizard and Warrior-Wizard hybrids. It heavily encourages usage of a crossbow, but doesn't strictly require the Archery skill with it. It grants bonus 3+ savvy across all of its levels to help warriors hybridize to Wizardry a bit easier, being a fairly neutral benefit to Rogues(Since they already get so much Savvy as it is), and helping wizards slightly with their more demanding spells. It features two damage abilities, one being a minor AOE, the other a single-target 'Pecking' ability. One item creation/sacrifice ability(To help get me acquainted with the item system), a buff and a delayed trigger spell, a proc on melee/crossbow/throw, and 2 stat fillers. Here is the ability list, though I won't go into details until I'm happier with the code I've written. I'm about 80% done with Mana Bolter, but some bugs need to be rooted out, and I'd like to make new(or recolor, anyway) some effects/icons. Mana Bolt Mana Focus Infusion The Big One Mana Quiver Concentrate Mana Gembolt Charmomancy is the other skill I'm working on. It's a Rogue skill that takes advantage of the Rogue's naturally high savvy. Warriors might find the skill hard to synergize with due to mana costs, but wizards(Golemancy, Promethean, and Late Psionics), and Rogues(Fungal Arts, Demonology), and Warriors(Vegan) should have something to work with early in the game, while becoming less dependent on inherit synergies and more dependent on the skill's individual merit. The skill is designed to be a debuff, buff, and control skill, and lacks any (direct) damage skills until the very last skill. It features heavy control, buff and debuff abilities, including one ability that turns a single enemy into a charmed suicide bomber (Heartbreaker). It also has melee and ranged(Crossbow only) proc abilities that help control the flow of enemies outside of its direct skills. Here is the ability list: Most of the code is shelled out, but I haven't started testing it yet. I started it after Mana Bolter, so it will probably be done later as well. Lure Rally Accidental Cupid Savage Love Smite Cold Hearted Heartbreaker Stuff that needs to be done: Bug fixes for Mana Bolter. (Apparently, order of buff types is a thing.) Preliminary testing for Charmomancy Concentrate Mana could use some different animations, maybe. Almost all some artwork and animations for Charmomancy. Beta and Balance. Once I get done with these, I also have some other ideas rattling around in my head, including Bombomancy (Considering a better name) Applied Combustion and Scavenger
Alright. Could use some help. Concentrate Mana is supposed to trigger "Now's The Time!" as the mute/silence effect ends. However, if I take a turn AFTER I cast the spell, the game crashes outright. Any idea what could be causing this? Oh, And disregard the balancing problem for now: I'm throwing bogus numbers just trying to get the stuff to work first. Code: <spell name="Concentrate Mana" downtime="48" type="self" icon="skills/wizard/leylines2_64.png" smallicon="skills/wizard/leylines2_32"> <anim sprite="sprites/sfx/target/target" frames="5" framerate="90" sfx="magic damage" centerEffect="1"/> <effect type="trigger" amount="2" spell="Now's The Time!" /> <buff useTimer="1" time="3" self="1" icon="skills/antimagic64.png" smallicon="skills/antimagic32.png"> <mute amount="1"/> </buff> <description text="You concenctrate your mana for a powerful release, but you cannot cast while charging."/> </spell> <spell name="Now's The Time!" type="self" icon="skills/wizard/leylines2_64.png" smallicon="skills/wizard/leylines2_32"> <buff useTimer="1" time="1" icon="skills/wizard/leylines2_64.png" smallicon="skills/wizard/leylines2_32"> <halo name="sprites/sfx/conflux/conflux" first="0" num="3" frameRate="100"/> <secondarybuff id="3" amount="30"/> </buff> <description text="You cannot contain the magical energy you've stored any longer!"/> </spell> Edit: It's tied to the trigger some how, but I'm not sure what exactly is happening with it. I'm using some of the Necronomic spells as an example to see if I can figure it out. Edit x2: Nevermind. It's being caused by the triggered spell. Still not sure what. Edit x3: Fixed it. Just re-wrote the code by hand and it worked fine. Probably some weird notation problem.
Mana Bolter is done, and I'll be uploading it later today for some testing/balance review. (Once I get home) I couldn't seem to get the 'consumeitem' function working for the Gembolt skill. I've removed it for a craft recipe that I might use later. Charmomancy's code is completely done, but needs some testing, and I need to make animations/debug the spells. Going to work on a bomb/trap skill for rogues, and see how it goes.
consumeitem and item-type spells are currently mildly borked, and Nicholas is looking at them as we speak. You might want to come up with an alternate ability for that level, at least until the item-type spells are properly fixed.
I just pulled the skill out anyway. The effect I was trying to achieve could be done just as easily through the crafting system, and it gives me an excuse to do crafting on top of that. It was a silly idea to begin with, really, with such a lovely crafting system in place.
Uploaded the mod, would love feedback if anyone has any. In the mean time, I'm working on Charmomancy art. Things I've changed that aren't reflected in the upload yet: Heartbreaker's delay has been extended. Rally has had its delay extended slightly, its crit bonus lowered, its description text updated, and its duration mechanics altered slightly.
Nai, your icons are the large 64x64 ones. They don't fit right. I have included a picture below to show you. So far that is all I have done as it was the first start of a character.
No need. I'm going to incooperate it into that mod pack, that way there's only one entry instead of 3.
Until it gets merged, here is a zip that will work as it is for the skills. (If you open the zip, it should not have the mod directory and others in the directory of the name of the mod. I just rezipped it.)