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Messages - Prometheus

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31
Suggestions & Ideas / Re: **new skill idea** SHARPEN
« 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

32
Suggestions & Ideas / Re: lumberjacking
« on: July 30, 2012, 12:13:13 pm »
Okay I'm undoing one of my changes to the code. The offset was 20 I made it 38 since we added stuff but I am setting that back to 20 and see what happens. My internet access is going to be iffy after Tuesday so I might not be able to do much more.

Prom

33
General Discussions / Me
« on: July 30, 2012, 12:05:27 pm »
All,

Just giving everyone an heads up. I might not be on much after tomorrow afternoon evening. Because of some personal circumstances I'm not sure where I will be so I might not have easy access to Internet.

Prometheus

34
Suggestions & Ideas / Re: **new skill idea** SHARPEN
« 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

35
Suggestions & Ideas / Re: lumberjacking
« on: July 13, 2012, 01:29:50 pm »
And I think I have the ranges for trees and the logs correct. I had to change the range for trees and then there is an addition for the logs ie it was 20 now it is 38. Not sure if the logs and trees will line up since the code uses vnums from building. So cross fingers that it works better :)

Prometheus

36
Suggestions & Ideas / Re: lumberjacking
« on: July 09, 2012, 01:05:52 pm »
I will see what I can do. I might need to pass this to Thotter or Once.

Prom

37
Suggestions & Ideas / Re: lumberjacking
« on: July 06, 2012, 03:02:56 pm »
Okay here is what is in the code. Can Molly verify these match up? If not let me know the correct vnums.
Logs:
       16. [52750] a heavy pine log
       17. [52751] a heavy oak log
       18. [52752] a heavy willow log
       19. [52753] a dogwood log
       20. [52754] a heavy Ironwood log
       21. [52755] a heavy fir log
       22. [52756] a heavy maple log
       23. [52757] a heavy elder log
       24. [52758] a heavy elm log
       25. [52759] a heavy beech log
       26. [52760] a heavy chestnut log
       27. [52761] a heavy spindleberry log
       28. [52762] a heavy ash log
       29. [52763] a heavy cypress log
       30. [52764] a heavy juniper log
       31. [52765] a heavy larch log
       32. [52766] a heavy yew log
       33. [52767] a heavy aspen log
       34. [52768] a heavy alder log
       35. [52769] a heavy birch log
Trees:
       81. [52730] the pine tree
       82. [52731] the oak tree
       83. [52732] the willow tree
       84. [52733] the dogwood tree
       85. [52734] the ironwood tree
       86. [52735] the fir tree
       87. [52736] the maple tree
       88. [52737] the elder tree
       89. [52738] the elm tree
       90. [52739] the beech tree
       91. [52740] the chestnut tree
       92. [52741] the Spindleberry tree
       93. [52742] the Ash
       94. [52743] the cypress tree
       95. [52744] the juniper tree
       96. [52745] the larch tree
       97. [52746] the yew tree
       98. [52747] the Aspen tree
       99. [52748] the alder tree
      100. [52749] the birch tree
 
Prom

38
Suggestions & Ideas / Re: lumberjacking
« on: July 06, 2012, 02:44:03 pm »
We will take a look at it and see what is going on. But I have a felling the code uses the vnum so it might have been mixed up with the wrong vnums.


Prometheus

39
Suggestions & Ideas / Re: Changes made to Gypsy class Discussion
« on: July 06, 2012, 02:37:54 pm »
@ Jaros -> Nah. All I need to do is hit level 50 and I will reach the goal I set for myself. And I'm going to question since Gypsy is my favorite class :)

Prometheus

40
Suggestions & Ideas / Re: Changes made to Gypsy class Discussion
« on: July 03, 2012, 09:35:50 am »
Blah like I'm going to change classes. Been a gm gypsy all of gm and not going to change. I didn't say I couldn't level I said it was harder to do so. Like leveling at my remorts is ever easy. I'm just saying are the addition of elemental staves enough to offset the loss of combat skill dodge and hp / lvl gain? I could see if it we had specialist mage / priest classes where those elemental staves could come in handy but what mage uses only fire? Most casters are going to vary well except for lightning bolt but with Graham's changes in place I'm not sure how potent lb is now.

So basically my question is for those who play gypsy are the addition of elemental staves worth the loss of some combat skills?

And please don't tell me to change classes. I choose this class for a reason and that is just downright insulting! :)

Prometheus


41
Suggestions & Ideas / Changes made to Gypsy class Discussion
« on: June 30, 2012, 12:53:10 pm »
The subject is says it all. I will post on this later and hopefully this will be a springboard for changes / suggestions for gypsy class.

Right now my biggest things would be 2 categories:
1) hp / level change (Average from my mort of 97 to 85) to (average 87 to 70 a level)
2) Loss of Dodge and harder to level since you need to heal more. Not sure if this is just dodge or some other factor(s).

I'm liking the elemental bonus on staves now. All we need is more ice spells *pokes Graham* to make ice focus staves more viable.

Again I will post more when I have sometime to think about this.

Prometheus

42
General Discussions / Re: DT insurance bug?
« on: June 30, 2012, 12:48:34 pm »
Did you hit an dt? If you didn't then it is probably a bug but since none of the current coders wrote that code hehe. But maybe Once or Molzilla can take a peek at it.

Prometheus

43
Suggestions & Ideas / Re: Skill Tree System
« on: June 30, 2012, 12:46:14 pm »
Going to unsticky this topic as well.

Prometheus

44
Suggestions & Ideas / Re: Naval and space battles
« on: June 30, 2012, 12:45:36 pm »
Going to unsticky this since we have lots of sticky topics already. I can put it back if this gets attention again.

Prometheus

45
Suggestions & Ideas / Re: Ranged Re spec.
« on: June 30, 2012, 12:43:46 pm »
@Jaros -> hehe I love borderlands still playing it.

Okay back on point. I can see having elemental ammo and I can also see having mobs with elemental strengths and weaknesses like players do. Not sure if that is coded in or not. But I think each mob is a class so the elemental strengths and weakness would affect the damage multi of the ammo.

So I don't think it is a bad idea :)

Prometheus

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