I'm planing to make an improbable weapon user, a multi-weapon skill as an alternative to using a single weapon type, but I'm still in the brainstorming phase, please add ideas Here are mine: Versatility (not final name) - grants buffs (need ideas what) depending on your weapon (one for every type, and one for "other") -improvised weapon - grants recepies (not items) -magic mirror - object "summon": 100 spell reflect, friendly, no attack, immobile, weak to crushing -homerun bat - melee attack, low mana cost, 10% chance to despawn mob
Weapons: broom stick "staff" (not to be confused with a boom stick) heavy tome "mace" (not decided yet what it boosts as a tome) Cryostal shard "dagger" - shard of hyperborean matter Keyblade "sword" - key and blade, a two 'fer one'er I still need ideas for polearm and axe type weapon and recepies
I can help with ideas But I don't really understand the concept of this warrior is he going to have bonuses to all weapons each skill or what? These are just random unballanced ideas. Poolarm (A polearm that is in fact a billiard cue) Hefty stick + eightball(custom item) fourball(throwable item) 4 Softballs = 1 fourball(bomb or just improved throwing weapon) (sprite should be as a billiard 4 ball ) 2 fourballs+black powder = 1 eightball(it's a bomb) Poleleg (A spear with someones foot on top) 3meat/steak+spear mAxed sword/mace/weapon (axe type weapon. A sword that is maxed out so much, that it's not a sword anymore) sword+something Cheesy Axe (It's so axellent and cheesy you can't resist) Axe type weapon(Steel or Iron) + Mini Gouda Cheese + Havarti + Smoked Applewood Cheddar Cheese I don't know how is it possible to ballance a skill that is going to be an alternative to 8 skills. Maybe it's better to make a warrior(if it's possible)that has bonuses to specific items(which will be improbable weapons) Or maybe crazy buffs that can be harmful to you or to your enemies.
Hmmm. those are really good ideas. You get different bonuses depending on your weapon, but lower than specialised. how about this: Poolarm (A polearm that is in fact a billiard cue) a pool-e-arm, a wand that shoots soft/fourballs Hefty stick + eightball(custom item) fourball(throwable item) 4 Softballs = 1 fourball(bomb or just improved throwing weapon, heavy ball) (sprite should be as a billiard 4 ball ) 2 fourballs+black powder = 1 eightball(it's an 8 bomb) 1 eightball + mana potion = Qball (existential damage blast) A Frag-pole (creates weak blast 2 squares away from player on attack) wooden staff + power core thingy + springloaded core + battery thingy mAxed sword/mace/weapon (axe type weapon. A sword that is maxed out so much, that it's not a sword anymore) bluesteel sword + clockwork sawblade + energy core thingy Cheesy Axe (It's so axellent and cheesy you can't resist) putrefying + crusging damage Iron Axe + Mini Gouda Cheese + Havarti + Smoked Applewood Cheddar Cheese
Bad thing is I never created a skill before, so I don't know all skill and spell variables. Here is an idea which again, I don't know is possible or not. In all weapon oriented skills there is a double bonus from skills if you use one type of the weapon. Maybe it's possible to create skills that have bonuses for different weapon combinations. Like axe+sword ( one bonus). Mace + polearm (another bonus), maybe different skills for different weapon combinations. On the other hand this skill should have a downside so it won't overpower 1 weapon focusing.
Actually thats almost impossible ,not that ever stopped me, my code was recently called an Albuquerque. Will try that anyway. The first skill is suposed to give you a buff depending on the weapon used (but less powerfull than a specialised weapon skill)
I don't think it's even possible to make a skill that only gives a bonus to a single weapons. The only reason the current weapons skills do that now is because they're hard-coded to do so, if I remember right
I found this: Code: <ability name="Swordplay" icon="skills/skill_sword.png" skill="0" startSkill="1"> <description text="Swords! The pointy bit goes in the other guy."/> </ability> I was guessing I could just thinker with the skill="0" part, and see what happens. PS: 0 means sword
Depending on the amount of Cheesy Axe's damage maybe it'll be more ballanced to create it from Double-Bladed Axe or even Die Kohlaxt
Technically speaking, you could make some activated skills that would only work with some weapons. I don't know about the procs (haven't checked in a long time), but there's no harm in checking on your side.
Decided to discontinue this skill, if anyone wants he can make it as his own. On a side note I am curently just making a galon of items (like 30 and counting) for my previous and future mods.
You're wrong. skill="0" means it's skill ID 0. Every skill has a unique skill="ID", and it has nothing to do with the skill's effect.
Actually, it does have "stuff" to do with it. But he won't be able to do anything with it either way, because these spell<->item interactions are hard-coded.