Anyways, have you tried to change the SpellCount in the following menu:Yes, I tried to do it. The problem is that new slots are not working. It was a serious disappointment for me in those days.
Data Editors - Inventories - Containers - ...spellslot.dat?
The bad news is that the "spell" scroll/tome system is hopelessly hardcoded. The 4-spell limit is unavoidable and no part of the system can really be repurposed for anything else. So, you've pretty much got to do everything some other way.
Second: Some thoughts on your categorization. If every "skill" is a spell - what is the benefit of not investing in magical power? The RPG in here let you decide between Mage and Warrior, will the warrior have stronger "on-Hit" effects so that he will benefit from Ordinary Spells like attackspeed bossts or such?Balance is always a compromise. :)
what I wanted to point out is the old problem of balancing. only a mage might use powerful magic spells but sill can choose all weapons right? So he's able to use ALL spells while the Warrior might only use ordinary spells according to his melee weapon...
Balance is always a compromise.good point! And I totally agree with the path you chose but let me share some more thoughts on that:
Now this feels somehow forced to choose between 3 glasscannon builds with full focus on Str, Dex and Foc (yes you may stack some Vit too, but...)Well, maybe it's going to happen the first 2 times, but then a player realizes his mistake. :D My mod works only in **** mode. The character has a few lives, but can die forever.
Lets say you wanna play a Necromancer/summoner/pet-build... What weapon, spells and Stats would you give him?In my mod I have some kind of skills - Passives. Spells - is the replacement for the active skills.
You might try this:Thank you Chthon. I feel we need to create a new topic, where we can write all unrealized interesting concepts and solutions for this. The last 4 years I have seen a lot of interesting. :)
Ha, so your "passives" are somehow equal to my attributes i guess and the player has some more possibilities then Foc,Dex,Str to choose from.Well, my "passives" have a long story, I reworked it several times :-[ , and now it works like the standard passives with tier-bonuses.
But before I start there is one last question: when the spell damage output is based on your Stats, why all the other requirements? Fireball on a mage will deal lots of damage while Warriors might use it as an ordinary spell and the other way around.Well, the Weapon requirement is necessary for technical reasons- Spells for all Weapon types need too many animations. For universal spells is needed a universal animation, for Special spells - special animation. It is much easier to ban spellcasting with an inappropriate weapons, than doing animation for unused spells.
For spells spread between all classes there might be a 4th category.Yeah, exactly - the color indication. Now it is only a concept, but I used the standard colors:
Or more simple, a color-system similar to item rarity so you just need to frame the icons.
I'm not sure if that is what you meant by "planing" or if it's more about the spells categorization and graduation..
Let's talk about the Spell system. 8)
Well, I had planned that the magical characters can use 5-8 slots, but we should forget about that. It is a pity that it is impossible change the default amount of spell slots, you can use only 4. :) In any case, I believe that the 4 active spells is more than enough for a game.
There is only one funky thing about it, if the player wants to use the spell, they will need to "Right Click" the skill ever time they log in to "Re-Learn" it.:o hmm seems like the kind of thing a stat-and-counter setup might be able to help with...
Did have a solution for this?Hey RnF!
I may have figured something out ;)
:o hmm seems like the kind of thing a stat-and-counter setup might be able to help with...Maybe it would work, but I need to move forward, PJ. :) I do not have time to do research in this area. In any case, 4 slots is comfortable and balanced.
Did have a solution for this?Hey RnF!
I may have figured something out ;)
Thanks for the suggestion. But I feel that this technology is a bit crude. I do not know, it's convenient and functional. During the game, players will be able to learn, say 50 skills. Without the "forgetting system" is awkward to use.:o hmm seems like the kind of thing a stat-and-counter setup might be able to help with...Maybe it would work, but I need to move forward, PJ. :) I do not have time to do research in this area. In any case, 4 slots is comfortable and balanced.