Ok, so I'm in the midst of making a mod adding a Bard class but I need to think up a few more levels for it. Specifically I need a few more that are directly music themed rather than just references to the music industry. Any ideas. Here are the levels I've thought up so far to give you an idea of where I'm going with this class. I would also appreciate any feedback you have on these ideas: Entourage- Summon an entourage of bodyguards (which use the same sprites as adventurers and clones) Rider- Occasionally drops food or drink items on monster kill? spell cast?. Also grants ability "No Brown M&Ms" which transforms a food item into a different food item (if I can figure out a way to make this work) Rock and Roll All Night- Boosts Health and mana regen. Grants healing spell "Encore Performance" Substance Abuse- adds one point in alchemy and occasionally procs a buff called "Freakout" when hit which buffs Burliness, Stubbornness, Melee Power, Haywire, and drunkenness (and possibly caddishness) and heavily debuffs Stealthiness (and possibly slightly debuffs EDR and trap sight) Bigger than Jesus- Capstone ability. Boosts Righteous damage, and Righteous and Necromantic resist. Grants the timed ability "Loaves and Fishes" which creates a loaf of Sliced Bread and a piece of Lutefisk. Occasionally procs an effect dealing additional righteous damage on monster hits as well as stunning demons and undead for one turn. comments? --------- I need a few more actually music themed levels though, maybe named after different genres of music, but I can't think of anything good. The only one I have is kind of weak (Techno- adds points in tinkering and trap disarm). Any suggestions? --------- EDIT: I just realized that I also need level themes that have an excuse to add bonuses to Savvy (which is described as the main skill of the bard) EDIT: I am also taking suggestions for music themed items And on a related note, I'd like some advice on some that I'm already considering: -What kind of bonuses do you think that Blue Suede Shoes should grant? -Should the description for Maxwell's Silver Hammer focus on the lyrics to the song or the fact that silver is the best material for blunt weapons in Dwarf Fortress?
That's unfortunate. I've been throwing around the idea for a skill called Power Balladeer, with skills named exclusively after 1980's hair metal band power ballads. Would love to see that come to life
Band-age - heal by music Rock out - drops boulders on target Tuning - buff? Drum roll - linear AoE (run over by a rolling drum ) Rim-shot - hit something with the rim of ? (knockback)
I just realized that I also need level themes that have an excuse to add bonuses to Savvy (which is described as the main skill of the bard) --------- BTW, I am also taking suggestions for music themed items And on a related note, I'd like some advice on some that I'm already considering: -What kind of bonuses do you think that Blue Suede Shoes should grant? -Should the description for Maxwell's Silver Hammer focus on the lyrics to the song or the fact that silver is the best material for blunt weapons in Dwarf Fortress?
1.Genre-savvy, fine tuning, on your own a-cord(or what do you call that metal string thing) 2. sueden death 3. dwarf fortress
Dungeons and Dragons has spells called "Power Word, Stun", "Power Word, Kill", etc. I propose similar abilities for the bard, under the name "Power Chord, Stun", "Power Chord, Kill", etc.
-DC bell - electric damage AoE -vinyl - throwable slashing weapon -classical music - sleep -interference or EMP-lifier - electric damage, stunn constructs -metronome - ?
The lyrics, of course. It's such a happy song about a homicidal sociopath. Gotta love it. (Unless you're John Lennon, as I believe he called it "more of Paul's granny shit".) I mean, I like Dwarf Fortress a lot, but it's no Beatles. So unless you've got one hell of a good Dwarf Fortress joke, I'd go with the classic.
Now that I think of it, is it actually possible to have the level and the ability have different names and descriptions in-game?
Yes it is, looks like this: Code: <ability name="Bigger than Jesus" icon="skills/jesus_64.png" skill="???" level="5"> <description text="You are a bigger star than Jesus!"/> <spell name="Loaves and Fishes"/> </ability>
Looking at the ability description versus the spell description of some of the core/canonical spells though (such as Zenzizenzizenzic and Beklam's Diminuating Calculus), it looks like the name and description of the ability rather than the ability's granted spell is actually displayed in the skill belt in a case like this*. How do I override this? *For example, the description of the spell Beklam's Diminuating Calculus is "Can you subtract life itself? The Great Beklam discovered a way, much to his undoing. Curses an enemy, depleting their strength, agility, and life-force itself.", but the description which actually appears in-game is "Can you subtract life itself? The Great Beklam discovered a way, to his undoing. This is a curse which greatly weakens an enemy, leaving them enfeebled.", which is the description of the ability/skill-level.
Make a second "ability" of the same level which will be used to trigger the spell instead of the one you see on the level-up screen, and give it the same name and description as the spell's ones.
Not nececary, the description in the skill.xml file is the decription on the skill tree, the description on the granted spell is in the spell.xml file
Only it is not. Spells have their own descriptions and names, which are used when they grant you buffs, but outside of granted buffs every spell uses name and description of the skill tier that gave you the ability to use it.
That's a good idea. I think I'll use that. --------------------------------- BTW, I think I might split this class into three different skills: The Geostellar Bard [Rock star], The Gravimetallic Troubador [Heavy Metal], and the Mack Minstrel [Hip-hop and Rap].