4Dimensions Forum
May 23, 2012, 09:04:52 am *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: This forum is very active and we are here to help.
Click here to get back to the main website: http://4dimensions.org
 
   Home   Help Search Login Register  
Pages: [1] 2 3 ... 10
 1 
 on: Today at 06:55:34 am 
Started by Kvetch - Last post by Kvetch
any chance of beig able to set that up perhaps, and then possibly getting into new skill sets that create weapon specialization/focus? Ive always felt longsrm and shortarm were far too simplistic. Id relly lime to see staff, shortblade, logblade, mace (bludgeon), and so on. Each class having a focus of a weapkn type but not being limited to it. Ya mnow, skill perk or something. Anyway ill stop derailing your thread now Cheesy

Took this out of a different topic because I thought it felt more like it should be here.  Being able to have people focus on different weapon types would be a way to make people slightly different - at least at the lower levels.  I'd like to know other peoples thought on this.  I had a few other skills I'd thought could be adapted from D&D, but don't currently have the list with me.  So other thoughts of skills would be useful as well.  I know people want things that are different than what's already in the game, and using D&D books, I could add a few, but my thought's always "how would it be possible to even attempt to code something like that in the game?"  One example of that being "forsee" which would allow the ESPer to forsee the move the person they're fighting would make so they can react in time to defend against correctly.  Other skills like ones that are already in the game would be something like "taunt" in which case the rogue would taunt the mob into fighting them - basically it'd be like the fighter's rescue.

 2 
 on: Today at 06:48:35 am 
Started by Zsijn - Last post by Kvetch
The only problem I can see is if the code would read "this is a really great sword" as "this is a really greatsword".  But, code sounds/looks like a more advanced/better form of scripts which already seem to be able to tell the difference between the two (ask anyone that's tried to say a sentence slightly wrong for a trigger).  If it can already take the words we have in any of the descriptions then it sounds like a great plan to me.  And I would've helped with the tracking down too, but better if its not needed.

 3 
 on: May 22, 2012, 10:50:21 pm 
Started by Zsijn - Last post by Virisin
I'm fairly sure the fix in this case should be as I stated above, which shouldn't cause any extra builder work (unless maybe there is a weapon in the game somewhere with 'greatsword' in the name that is not meant to be a broadsword..

Adding capability to OLC.. like I said earlier, that can be left to Once or someone Tongue

 4 
 on: May 21, 2012, 09:15:24 pm 
Started by Zsijn - Last post by Tocharaeh
I would totally help ^^

any chance of beig able to set that up perhaps, and then possibly getting into new skill sets that create weapon specialization/focus? Ive always felt longsrm and shortarm were far too simplistic. Id relly lime to see staff, shortblade, logblade, mace (bludgeon), and so on. Each class having a focus of a weapkn type but not being limited to it. Ya mnow, skill perk or something. Anyway ill stop derailing your thread now Cheesy

 5 
 on: May 21, 2012, 03:18:04 pm 
Started by Zsijn - Last post by Molly
I agree with Kvetch.
The weapon type should really be set in OLC, or at least with a lucid way to understand what sets it.

On the flip side, I don't fancy having to go through a gazillion weapons to fix them in case there is a code change.

 6 
 on: May 21, 2012, 02:07:50 pm 
Started by Zsijn - Last post by Kvetch
I agree with Toch.  It seems we should be able to choose the type of weapon instead of choosing the hit type because all swords should slash, all whips should whip  - though I suppose if you have something odd, like a chainsaw, it may require choosing a hit type.  I wouldn't mind weight being set either by type of weapon - but then again, you may have to be able to edit it for weird things - like the elven sword which weighs less than a normal sword...or a chainsaw.

 7 
 on: May 21, 2012, 01:23:55 pm 
Started by Zsijn - Last post by Tocharaeh
So why such a huge variety? Is it all based on the item names?

Any chance we could make weapon building easier on OLC, by choosing a weapon type (katana, rapier, whatever) and bam, the sizes, "hit types", and weight is automatically set? The all there would be left to do is setting the dice, effects, and such.

 8 
 on: May 21, 2012, 02:38:42 am 
Started by Zsijn - Last post by Molly
Bloody code - no wonder I hate it! Tongue

 9 
 on: May 20, 2012, 11:29:55 pm 
Started by Zsijn - Last post by Virisin
Fixing greatsword shouldn't be bad, adding controls to OLC would be eugh

 10 
 on: May 20, 2012, 09:55:28 pm 
Started by Zsijn - Last post by Prometheus
@ Virisin -> See what I mean by messed up code lol. And it being all over the freaking place too Smiley

When I get a chance I will take a look and see how much of a headache it will be to add greatsword. Don't want to mess up OLC or Molly won't be happy hehe.

Prom

Pages: [1] 2 3 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.13 | SMF © 2006-2011, Simple Machines LLC Valid XHTML 1.0! Valid CSS!