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Author: | William [ Mon Feb 19, 2007 10:36 am ] |
Post subject: | Shop |
So now I successfully merge my item editor with my spell editor It turned out like this: You can see that I yet dont have any spells Im also considering making spells have levels. MAX_SPELL_LEVEL = 15, but I want to know how you think you can advance in a spell level. For example by being able to buy a update from the spell inventory, thats the best idea I have atm. The reason to be able to update the spells would be to being able to use the spells more often, instead of learning a spell and after a certain time it would have no effect on the better enemies. |
Author: | Lea [ Tue Feb 20, 2007 4:12 am ] |
Post subject: | |
There's a game called Well Of Souls... some probably have played it. In there, spells have elements. To gain levels, you put points on the element you want to specialize in. When you put points on one element, though, it takes a way a small ammount from the elements on the other side of the element "wheel". For example, fire and water are on opposite sides of the wheel, life and death are opposites too. When you add points to water, it takes points away from Fire... I think this is a great way to do it. |
Author: | ShadowLife [ Tue Feb 20, 2007 5:12 am ] |
Post subject: | |
I feel another type of realistic approach may be good aswell. Think about it this way, you just learned a spell, should you be able to cast it like a spell master? Nope. So have it based on amount of casts, set able in the spell editor, with a multiplier so it only requires you set the first level. In this way each spell can have its own amount of casts needed to go up each level. Spell Name: Fireball I Base Dmg: 5 Max Level: 10 XpToLvl: 20 multiply: 1.5 Dmg+ : 1 Now at level 1 a player can do 4 damage to an NPC with 1 defense, after casting 20 times, the player will then do 5 damage, and so on until they max the spell out, doing a total of 14 damage to an NPC with 1 defense ( not including magic stats or leveling) [Becareful with the multiplier, in this example , to reach level 10 it will take ~1000 casts... alot for a level 1 spell.] Another decent way IMO |
Author: | William [ Fri Feb 23, 2007 9:09 am ] |
Post subject: | |
Hm, have not yet decided how it should work. If you have spell points, then you will save them for the best and dont care about the first spells. That I dont want to happen. So I think I will let the players buy updates for the spells, that way they can update the first spell for some gold and it will be worth it. |
Author: | halla [ Fri Feb 23, 2007 8:45 pm ] |
Post subject: | |
Well you could make it you get 1 spell point per level and at certain levels new spells become available to learn... such as 7 you can learn fireball and 10 you can learn heal you can either level up fireball to max like 5 or something or wait for heal... or level both up |
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