Author Topic: **new skill idea** SHARPEN  (Read 14279 times)

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Offline Zsijn

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**new skill idea** SHARPEN
« on: July 10, 2012, 08:42:10 pm »

a skill for maybe warriors on longarm weapons and thiefs on short blade weapons....or something similiar across all classes that get longarm/short blade skills.  just something minor to give them a minor bonus to weapons...ie warrior sharpens his longsword and gains maybe up to 2 additional dice rolls of his weapon....so instead of 10d10 hes rolling 12d10....of course timers would apply similiar to tinker but maybe a tad bit longer.....idea being less of a bonus but for an extended period of time...gypsy would obviously still be the one togo to for max of 15d15 or wtf is it

Offline Calypso

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Re: **new skill idea** SHARPEN
« Reply #1 on: July 12, 2012, 05:52:20 pm »
Or it could be temporary like phase, and take up a ton of move points.
I get my energy from my Inner G.

Offline Prometheus

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Re: **new skill idea** SHARPEN
« Reply #2 on: July 13, 2012, 01:32:44 pm »
Okay so a skill sort of like to tinker but not as strong? So lower dice roll than tinker and for what classes? I'm thinking it might not be a bad idea.

Prom

Offline Zsijn

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Re: **new skill idea** SHARPEN
« Reply #3 on: July 13, 2012, 05:09:51 pm »
i recommended thief/warrior but only or types that suit their class

Offline Calypso

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Re: **new skill idea** SHARPEN
« Reply #4 on: September 09, 2012, 09:32:11 am »
Has this been thought about since the last post? A really good idea, I think.
I get my energy from my Inner G.

Offline Prometheus

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Re: **new skill idea** SHARPEN
« Reply #5 on: September 22, 2012, 09:54:07 am »
Okay the questions I see for coding this (If I can I have limited resources to code and to do error checking) are the following:
1) What classes (Thief / Warrior) and what tier and level (Can GM use this or should it be a t3 skill?)
2) With Tinker the weapon goes poof after the timer is gone. Is this the same case for sharpen? Since most of the mod skills also make it hard to use with other mod skills. So is this a temp affect and will it interfer with tinker / Manipulate / Enchant weapon?
3) How long of a timer should it be? Tinker is about 7200 mud minutes give or take)

Get me the details and I will see what I can do to get it started but it isn't going to be right away since I have lots of personal stuff going on and i won't be able to put my full attention into coding this. It will be little coding here and there.

Prometheus

Offline Zsijn

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Re: **new skill idea** SHARPEN
« Reply #6 on: September 23, 2012, 06:38:10 am »
id say a max of like 12d12?

thief/warrior definitely maybe hunter?

yes definitely some repercussions...maybe not poof but effectively ruin the weapon ie...a message like...your weapon dulls from use and set it to 9d9 or something

longer than tinker since its not as powerful

also since its weaker it should be available on magic or poisoned weapons

Offline Prometheus

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Re: **new skill idea** SHARPEN
« Reply #7 on: September 23, 2012, 02:31:05 pm »
I will see what I can come up with.

Okay I have the skeleton in the code but I still need to code it in. I will see how far I can get this week.

I will let everyone know when it is close to being used / tested.

Prometheus

P.S -> BLARG errors. I will mess with it tomorrow or Tuesday.
« Last Edit: September 23, 2012, 03:19:02 pm by Prometheus »

Offline Prometheus

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Re: **new skill idea** SHARPEN
« Reply #8 on: October 06, 2012, 11:00:43 am »
So anyone really interested in this skill. It seems some players aren't interested. I would make it a poll but just reply if you are and I will finish the code up otherwise I will just delete the code for the skill.

Prometheus

Offline Calypso

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Re: **new skill idea** SHARPEN
« Reply #9 on: October 06, 2012, 05:53:11 pm »
I am interested.
I get my energy from my Inner G.

Offline Jaros

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Re: **new skill idea** SHARPEN
« Reply #10 on: October 06, 2012, 09:41:20 pm »
Another skill that makes classes MORE similar to each other?  bad idea.