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Question customizing classes?

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29 Jul 2012 21:43 #474 by Halenbane
Replied by Halenbane on topic Re: customizing classes?
If you look at the previous answers to your question, there is your answer. Coding.txt will be a great place to start, and then look at the stock skills/spells. They will serve as a good template. Start small and just modify a spell by changing maybe it's name and a few of the values, and change it more as you start to learn how it works.
The following user(s) said Thank You: tyfighter

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29 Jul 2012 21:45 #475 by Liko
Replied by Liko on topic Re: customizing classes?

tyfighter wrote: So as far as giving people special abilities to interact with the world such as someone with ghosting powers the abilitty what woukld I do then?


It would depend on how the ability actually functioned.

Randian(0.0.0)
Owner/Developer

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29 Jul 2012 22:19 #476 by tyfighter
Replied by tyfighter on topic Re: customizing classes?
It would function as access to certain areas for.quests or whatever. Like you would need.someone with ghosting to take your party through rubble of a site or a locked door to a lair.. any case that is the idea7

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29 Jul 2012 23:01 #477 by Vatiken
Replied by Vatiken on topic Re: customizing classes?
For something like this you'd probably want to look at a skill like SKILL_HIDE or a spell like SPELL_DETECT_MAGIC which applies an affect flag to a player for a period of time. Then you'd create a new affect flag like AFF_GHOST and use this to discern whether a player can enter certain areas.

tbaMUD developer/programmer

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30 Jul 2012 01:30 #478 by Halenbane
Replied by Halenbane on topic Re: customizing classes?
Additionally this could be done with scripts.

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