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#1
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![]() ![]() Mod Developer Posts: 210 Joined: 3-December 05 ![]() |
Hello,
Casters's spellbook is completely build from scratch during the installation of the mod. Spells will depend on mage's kit and class. Spells will be read from a 2da. I'm currently working on making a good table, but I need advice or help. My current table: Class SpellLevel LevelMin LevelMax Spell mage 1 0 7 116 mage 1 0 0 114 mage 1 0 7 118 mage 1 3 0 112 mage 2 0 0 212 mage 2 0 7 205 mage 2 0 0 220 mage 2 0 0 217 mage 2 0 0 211 Class is important because fighter/mage will have different spells than a plain mage. (kit replace class for plain caster, in tp2 test) LevelMin and Max are set to get the best possible choice. (for example, a level 8+ mage won't use the sleep spell, as it is limited to low-level fights) Spells are attributed, following the order of the table. The last spell of the current spell level is repeated until all spell slots are fulled. (you can also duplicate some good spells to have more than one) Major drawback : depending on mage level, some choices might be bad unless I use extensive use of levelmin/max with duplicate spells. There are also no random selection, but this will be covered by a large selection of kits for all spellcasters. Each kit will have their own selection of spells, trying to have their own fighting style. I would be glad to hear some suggestions, advices, feedbacks, ... ![]() This post has been edited by aigleborgne: Jan 6 2006, 08:30 PM |
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Post
#2
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![]() GOD Retired team member Posts: 1728 Joined: 14-July 04 From: Ireland ![]() |
I've always thought that the specialists should be just like kits, they should have their own unique spells and also have disadvantages too (such as limited acces to other spell schools spells).
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