| | Now in Mechovision | |
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Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Now in Mechovision Fri Nov 21, 2014 8:22 pm | |
| so, yeah, Ill be honest, I might reduce posting for one important reason: My Sanity Now, you might be asking yourself 'But Mech, your almost done with that magic/spell list youve been showing us on the update posts' Ill be honest, I havent shown you guys 1/4 of what goes on in my mind whenever i see all that shit i have to do.. So, im now Putting this Post in mechovison. What does that mean, well Ill be Glad to Explain: Mechovison is a fun feature where I will tell you all the little things that I have before decided not to mention to keep you all thinking Im slightly saner then what I actually am. Now then, heres a little key to the many colors of Mechovision Green: Calm, collective and probably Sane. Blue: Depressed, Sad, and slightly Gloomy. Orange: Irritated, Annoyed, and probably Tired. Red: Angry, you should back away slowly. RAINBOW: absolutely insane, tell Mech to go to bed, now. -----------------------------------------------------------------------| Now then, to the Post: | -----------------------------------------------------------------------| FULLY UPDATED MAGIC/SPELLS REMAINING LIST: Animal Possession: Wolf arm Trans Rabbit Arm Trans Bear Body Trans Bird Flight Trans Error 1337: Spell Limit reached clearing Memory...Geh, Transformations spells...Dark Ecriture: Darkness Absolute Shadow More Trans spells.....fucking a....Darkness: Genesis Zero Shade Satanic Blast Shade: Jellyfish Form Soul Extinction I find that the more ive hidden the more complicated this crap gets >.<Earth: Pillars Mud Coating Pillar Ground Rock Mountain Iron Rock Wall Continuous Formation most of this shit i dont even want to look atFire: Flame Blade Rainbow Fire: Colors: Red(R), Blue(B), Yellow(Y), Orange(O), Purple(P), Green(G) and Rainbow(A)) A Fireball A Fire Beam A Fire Punch R, B, Y, G, P, O, A Fire Blade B, P, G Fire Trap B, O, P, Y, G, R, A Flame Aura O, Y, G Fire Bomb O, P, R Fire Whip A Fire Barrage A Fire Wave Most of Fire/Rainbow Fire is just 'I dont want to to icon it yet, because I know if i do then i have to figure out the codingHeavenly Body: Sema Grand Chariot Grand Chariot >.< my nemesis, I com,e back to visit you, and give you cake.Human Posession: X Formation Flight Formation Victory Formation Tom Man War Dancre Baryon Formation(Beam) Most of HP is just because i really don't want to make the little 'dolls' bnickslow has, or code how they work.Static Ice-Make: Cold Excalibur Ice Gungnir Ice Impact Ice Cocoon Ice Bringer Ice Wall Ice Rampart One-Sided Chaotic Dance Ill be honest, this shit right here is ALL shit that wasnt in game but was in anime/mangaDynamic Ice-Make: Snow Dragon Diamond Cage Hedgehog Mouse Pufferfish Ape(Defensive/Offensive) Dragonfly Panther Water Serpent ^havent gotten around to any of theses yetLight: Giants Wrath Light Blast Sand: Sand Trap Sand Blast Snow: White Out Snow Clone The following content is written from annoyed mech, bewareGeneral Melee Skills: Grab Throw Animal Take Over: Bird Half Bird Rabbit Armadillo Beast Take Over: Lizardman Machina Take Over: Battle Form Satan Take Over: Satan Soul Sitri Halphas That concludes the content written by annoyed MechWood-Make: Distance Between The Two is Forever The Dam of Shy love Hearts Sense of Distance Great Tree Arc: Mini Explosions Memory-Make: Sword of Frozen Black Lightning Shrine of Turbulent Fang Karma of the Burning Land Forget Showering Ancient Wisdom Line of Ancient Swordsmen there is nothing on here that i wish to do.Fire Dragon Slayer: Crimson Lotus Phoenix Blade Sky Dragon Slayer: Sky Drill IIe Arms IIe Armor IIe Vernier Deus Corona Deus Eques Sky Dragons Sigh Iron Dragon Slayer: Scales Iron God Sword Iron Siral Poison Dragon Slayer: Grip Strike Toxic Typhoon White Dragon Slayer: Holy Breath White Drive Shadow Dragon Slayer: Shadow Drive Ice Devil Slayer: Ill note here, the two devil slayers i have 'in' wont be available at least till they have some more techniques, while i can easily make up techs for Flame DS, Ice Devil Slayer does have a user, and half forces me to wait until grey uses another tech while i dream up some shitFlame Devil Slayer: ------------------------------------------------------------ Mobs: Oh, you thought I was done?, I will be done when you BURN IN HADESExceeds Gorgons/Vulcans Dragons Elemental Dragons Devils Elemental Devils Gods Elemental Gods Legendary versions of all Hostile Mob types Animals(Armadillo, Bear, Bird, Fox, Lizard, Rabbit, Tiger, Turtle, Wolf) Lizardmen Blizzardvern, Wyvern Curses and other magics I havent worked on that Im sure I should do: Absorption Curse Bomb Curse Calamity Curse Macro Necromancer did i say that? what the fucks wrong with me?Thorn Curse Celestial Spirit Magic Gun Magic Staff Magic/Magic Staves Angel Magic Curse Doll shit I dont remember what this really is called, and dont honestly care, that is my fucklessnessEmbodiment Arc Gravity Magic Human Subordination Maguilty Sense Reflector OFFICIAL 'CATCH-UP-TO-RYANS-LAST-VERSION' LIST: Spell Count: Check although, the top list on this post is an amendment to this technicality, as this is just by numbers, not by actual spells that werte in the previous gameSkills: in progress Im not sure what else I have to add on this, but its probably just trees for woodcutting.Magic Count: almost done only if you count numbersMapping: Not even close but i HAVE a building iconned and coded in, but none of the actual mapping doneEvents: got some very borderline base code up and running but i got the Join event verb working, that counts for something, right? Missions: 404 code not found. Goodbye
Last edited by Admin on Thu Nov 27, 2014 9:42 pm; edited 2 times in total | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Sat Nov 22, 2014 10:46 pm | |
| anyway, so I did some work on iconning again by that I mean I kind of threw some shit together and hope its still working all the way...
so, updating the list, and showing you what I removed::
General Melee Skills: Punch Kick Dash Punch Charging Tackle Whirlwind Kick Great Whirlwind Combo Attack
now, how bout a little description of what ive done: Punch: Basic Punch Melee attack, this gets buffed by any Punch or General melee Buff/trans Kick: Basic Kick Melee Attack, gains buffs from any Kick or General Melee Buffs/Trans Dash Punch: a Charging Punch Attack which causes rapid damage to anyone infront of the user, gains bonuses from Punch, General Melee, or Charging Buffs Charging Tackle: a Flying Body attack into the opponent , causing rapid damage. gains bonuses from General Melee Damage Whirlwind Kick: a 'Rotation kick' attack, damages all opponents around the user, gains bonus from any Kick or general Buffs Great Whirlwind: a Much stronger version of Whirlwind Kick Combo Attack: A Punch followed up by a Kick, does double Damage and gains half bonus from punch buffs, half from kick buffs, and double from general melee buffs
Thinking of new ideas for more melee techs like this, and things i can use these ideas for involving BTO, rather then just the buffs.
now then, while anyone CAN learn these skills, they are all predominantly Melee-based, and therefore require Strength. | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Sun Nov 23, 2014 11:12 pm | |
| Hey guys, so the wiki/manga update :O
btw,I have afeeling this will be brought up: In no way will Memento Mori EVER be added in as a curse ability you will EVER see as actually avaible to players, and this is the sole reason why: (btw, this is a quote from the wiki/manga describing the spell) With the two caught up in the Curse, Mard clarifies that, to kill an immortal being like Zeref, one has to erase the very concepts of life and death, which is what Memento Mori does, its victims being neither alive nor dead. They are completely erased, becoming nothing.
I want you all to read that at least twice, just in case you dont get why this would be added: IT LITERALLY ERASES THE TARGET FROM EXISTENCE. in essence it is a targetted Wipe. and if you even think about asking for Memento Mori to be in, I will smite you into oblivion, twice.
now then, on to better new from the wiki: Im not quite sure when this was confirmed, but with Grey's usage of Ice Devil's Rage.... this is the first sentence in the description for the spell: The Devil Slayer's equivalent to the Dragon Slayer's Roar and God Slayer's Bellow spells.
^Boom now....then since it doesnt specify any unique coloration with Grey's Devil Slayer Ice atm(*patiently waiting for the next several arcs to pass in anime*)... See, the way I see it....Since God Slayer magic is all dark and blackisher versions of normal elemental magics, I think that, as Devil Slayers, their magic spells should be more...paladnistic, or 'light' in a sense.
Opinions? | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Mon Nov 24, 2014 8:40 am | |
| so, without actually hoping for a response, I added in Greys two spells for Ice Devil Slayer, being Rage(Hyouma no Gekikou) and Zeroth Long Sword(Hyouma Zero no Tachi).
I also, since I was going to do this anyway, added in some spells to a atm, falsely called 'Flame Devil Slayer, which has Rage(Enma no Gekikou), Flame Bullet(Enma no Honoo Dangan), and a spell which atm is unnamed, but im thinking of the following three names for it...
Burning Purity(Enma Jundo wo Nenshou) Pure Pyre(Enma Junsui ma Kasou) Cleansing Pyre(Enma Kasou wa Kurenjingu) | |
| | | Guts
Posts : 16 Join date : 2014-10-25 Age : 28
| Subject: Re: Now in Mechovision Mon Nov 24, 2014 9:14 am | |
| What does the last FDS spell do? And also, good job! | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Mon Nov 24, 2014 12:48 pm | |
| oh, right, slipped my mind...
its the devil slayer equivalent of fire dragons brilliant flame, or flame gods kagutsuchi
i just cant pick a name is all :0
today/tomorrowish im going to be working on the iconning/code mechanics of grabbing things and throwing said grabbed things
oh, and i forgot about this, but this causes a small conflict about ranking/edibility...
see, like we already know, some magics are immune to, and can even 'eat' spells of magics of equal or lower ranking.
now this is basically how this 'order' goes: Rank 1: basic magic withnno immunity Rank 2: Dragon Slayer Magic Rank 3: God Slayer Magic Rank 4: Inedible
this obviously creates a problem when you add the devil slayers.
i feel the devil slayers should be between god and dragon, taking residency of Rank 3, where GS would go to Rank 4, and Inedible would become Rank 5.
any opinions?
EDIT: before i forget, i added 4 new spells to Airspace: Paamu(melee, maybe with pushback or explosive) Obu(Projectile) Ransu(Mass Projectile) Hoippu(Beam)
and, because most of these are simple spells, theyre a bit weaker, and have lower c/ds with this addition, Obu has become Airspace's first Spell
Although not in order this is now Airspaces spell list: Obu, Paamu, Hoippu, Ransu, Zetsu, Zero, Metsu, Aisu, Terepooto
this concludes my days worth of internet posting on the forum xD | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Wed Nov 26, 2014 6:53 pm | |
| anyway, going to work on Grab and Throw, and then will have some nice new stuff in for ya guys to see , once I icon throw, and grab, and code them in, I can add in the buff for Beast Soul: Bear, and Ice-Make: Vambrace, along with any others i forgot, or want to add. also, expanding upon the whole 'Paladanistic' idea for the Devil Slayers, Im thinking of making a cloase-range targetted heal, or lay-on-hands, other then that, i cant specifically think of anything for them | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Thu Nov 27, 2014 9:47 pm | |
| *yawns, then looks at his laptop* holy shit, whatd i do when i zoned out?
well, actually, I know what I did, because I did it :p
anyway, heres what I ended up doing:
WereTiger(Spell) WereTiger(Mob) Slowing Magic(and four of its Spells, including Nitro, Motor, Gear Change: Red Zone, and Rocket) Sound Magic(Sound Palm, Sound Wall, Disturbed, and Howling)
so, yeah....oh, yeah, I may have had the 'work' dial switched to 'just do the damn shit' mode, anyway, I'm fairly hoping that I can get around to Grab and Throw by the time i remember where i put my special code for that crap.
now, that DOES add two more magics that were in that were, up to now, not. They both have Four spells, which isnt much at all, but Im sure Ill think of something....
Sound starts with Sound Palm, and Slowing starts with Nitro
most of the spells are, as they sound in the wiki's description of them, with the usual byond 'dumb it downness' Sound Palm: Punch with Knockback Sound Wall: Shield Disturbed(btw, this shit be fuxed up in its romaji): Targetted Bind Howling: Beam ------------------------ Nitro: Punch w/ Slow Motor: Rotation Kick w/ Slow Rocket: Charge w/ Slow Gear Change Red Zone: Self Speed Buff
random thoughts of nothing are involved into more nothing, going back to my cave of pixels...
EDIT: added in Reflector, thats 3 of the magics that were in from Oracion Seis....hang on, were there even any others besides these three in the game? i dont remember *checks wiki to make sure...* oh wait, Liquid Ground, thats right, I added that into Earth Magic... hmm, I just checked the three other members of OS, and tried to pick some magics from that a while ago....
Angel and her Angel Magic will eventually be in once i get mob control Klodoa only has Lightning Magic and Slot Magic....soo......Slot Magic maybe? Brain/Zero has Darkness Magic(In), and a bunch of random things like Six Prayers, Requip, Archive, and Self_Destruction Spell, so.......skipping then we gots Erigor/Grim Reaper and his Storm Magic(somehow this is a holder magic...oh, wait it requires a large scythe with a skull on it....cool)
looks like I can 'add' two magics more from OS, course, Im still coding some stuff, was busy fixing some iconnicle issues with WereTiger, so I forgot to do Grab and Throw .-., well I'm sure ill remember to work on that tomorrow as I try to icon a giant Slot machine and a large scythe with a skull on it.... | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Sat Nov 29, 2014 10:34 pm | |
| Dont have time to read entire thing, but sounds okay except for that target bind (I thought we were getting rid of those ...) Mind posting what weretiger spell does?
And im back from vacation everybody :DDDDDD. | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Sun Nov 30, 2014 1:33 am | |
| right now its just as it was, I plan on giving it some upgrades later, but Im just trying to get the stuff back in. WE said no such thing, I simply am making it much more difficult for Target spells to work like 'point click bind', there will be probably be a delay in the casting of the spell, and the actual effect landing on the 'target', besides the MR(magic Resistance)of a character will most likely not only effect how much damage, how long the bind lasts, and if it binds at all. The 'Target' aspect is just because most of the spells have the looks/description of only effecting the target/targetted area. You were on vacation? *looks at entire post above ET's* didnt even notice...*lies* anyway, glad to have you back, wish i wouldve known, the silence was starting to get to me... OH that reminds me, I 'Finished' the Base Sprite (reminder that the base sprite isnt entirely final, its just what I have doing right now, so....) so, because of this, I was going to code grab and throw, but grab is kinda complicated, and the current throw state looks well...stupid, so im going to edit that before i finish throwing. anyway....in addition to that, I added in Gun Magic and Storm Magic...well, at least the spells. this is because 1: a good number of the spells are fairly easy to draw up, and 2: because I havent iconned the weapons yet. now, I will however begin working on equipment such as weapons and armor as soon as my next day off from work, but for now, I'm just adding in spells this reminds me... So, I promised you guys that thered be a couple new specific magics in the game these magics include: Gun Magic Sand Magic Light Magic Titan Requip Staff Magic Celestial Spirit Magic Wind Magic Angel magic Animal Take Over Wood-Make now....you might look at those and be like 'but Mech some of those are in according to the updates you've been giving us' now, while officially i DO have these magics IN, most of them dont have a lot of spells. Sand(3?), Light(4), Animal Take Over(3), and Wood-Make(2) all are very low on the 'spells ive actually done' list. now, Gun Magic has quite a few I was able to do within a couple moments(a magic based on being fired out of a gun will do that), and Requip, while it doesnt really have any/many spells, is in, I just need to work on the Weapon system that leaves Titan, Staff Magic, Celestial Spirit Magic, Wind Magic, and Angel magic on the list of 'Promises ive yet to keep' as far as previous 'i swear ill do this in the next update' things when we were running ryans version Reminds me, since Im going to allow for renaming of weapons and other augmented/crafted items, I cant just go about checking if you have a 'Flame Ring' equipped to use the fire spells for Ring Magic, so, Ill figure out something...(sure ill be doing a lot of 'lacrima slot' checking) Thats all for now, peace -V | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Sun Nov 30, 2014 5:37 am | |
| Charged Particle Blast - Charge up Magika within your (Whichever thingy just a small idea) This is a charge spell what these do is that for a specific amount of time you are gathering magika and when the time is finished you unleash the magika in a type of spell. You can move, and use other spells while this is charging, but while you are charging all other abilities are significantly weaker, and can only use tier 1-2 spells. Now to classify spells in tiers . I would classify spells in their apropriate tier depending on multyple factors First factor is the numbers If a spell would do damage based on a percentage of a certain stat that you have then it will be based on the actual percentage. Example - Roar of wilder beast is a 3x3 aoe around the user that pushes everyone back and deals damage equal to 165% of the users Strength which is added to 25% of the users will which would be the damage the 165% + 25% = damage. So we take the bigger number, and look at it if it is > than 100% then it will be classified as a tier 3 spell if it is > 150% then it would be classified as a tier 4 for damage types. For support like heals its kind of the same, but since i don't think mech will ever have a heal that is 100% or more of the users stats then i will do it like this if it heals 25% of someone's hp or if it heals 125% pf the users will then it will be classified as a tier 3 spell if it is 50% or 150% then it will be classified as tier 4. Now looking at debuffs it will be based on how long those debuffs last 1-2 seconds is tier 1-2 3-5 seconds is tier 3-4 Anything more and it's just ubber Oped af. So this tier system could help give a better idea to the players what's a good spell and what's bad, but of course don't just use tiers some low tier spells are definitly better than some tier 4 spells cough cough (Weretiger) cough cough Now here is my ideas on your melee techs. Punch: Basic Punch Melee attack, this gets buffed by any Punch or General melee Buff/trans Well we all know n love punch i know i do cause i had to :S. Maybe the more you use punch the more it will level up and then eventually evolve into a more in depth tech known as dash punch . Kick: Basic Kick Melee Attack, gains buffs from any Kick or General Melee Buffs/Trans Same as punch Dash Punch: a Charging Punch Attack which causes rapid damage to anyone infront of the user, gains bonuses from Punch, General Melee, or Charging Buffs Charging Tackle: a Flying Body attack into the opponent , causing rapid damage. gains bonuses from General Melee Damage This could be a combination of mastering both punch and kick Whirlwind Kick: a 'Rotation kick' attack, damages all opponents around the user, gains bonus from any Kick or general Buffs Great Whirlwind: a Much stronger version of Whirlwind Kick Combo Attack: A Punch followed up by a Kick, does double Damage and gains half bonus from punch buffs, half from kick buffs, and double from general melee buffs Might wanna change from double damage to 50% more damage Okay so i can't come up with different ideas for these, because well these seem more like skills that should be a type of skill for a magik type. Trap type spells These traps are types of spells that restrict where people are able to move from 2d to 1d. Say i am facing someone and they are located on my x-axis when i use the spell the points next to that x-axis on the left and right of it turns into dense material preventing anyone from moving along the x-axis and only along the y-axis. Whether it be trees or rocks, but this type of magic can help set up for other types of magic like something that only moves along one axis =). With trap type spells they could be changed into a type of attack spells Like grand omega savage - I want you to take a box that is 10 tiles wide 8 tiles long. Now i want you to make that box into stripes going straight down So you would have a stripe then a gap then a stripe a gap and continue until you only have 5 stripes and 5 gaps that is the skill the gaps are the safe zone and the stripes are where people are damaged. Then we can go resident evil on people and have stripes along the x-axis and y-axis :"D of course it will have a delay , and be visibly seen being put there | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Sun Nov 30, 2014 12:24 pm | |
| when i said double, its kind of literal, because it has the 'melee' proc called twice, redefining the attack damage for both the punch and the kick, essentially damaging twice as much, because it hits twice as much, just like how the dash punch/charging tackle deal damage multiple times depending on how many squares the user moved compared to how many they can move during the spell.(basically saying the closer your target, the more hits you get).
which reminds me about what im going to do for throw: base damage+(user strength+base range)-spaces travelled
basically saying the farther it travels, the less the damage, the higher the damage, the more it can travel.
*sends a giant net of lazers at ET to cube him up* something about that sentance reminds me of dissassembly magic now...
anyway...today & tomorrow(monday) i have work, so ill start cracking on equipment on Tuesday. | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Sun Nov 30, 2014 2:27 pm | |
| I totally didnt come up with that trap idea because of disassembly magic *Poker Face* I could come up with special skils for throw like maybe turning someone or a mob into a living beam that deals damage to the mob as well as what it hits | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Sun Nov 30, 2014 4:14 pm | |
| well, i never said you couldnt throw people also, ill be adding in special weapons designed to be equipped or thrown(like kunais, shurikens, etc) | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Mon Dec 01, 2014 4:38 pm | |
| Yaaaaaaaaaay!!!!!!!! I shall spam kunai's 24/7 | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Mon Dec 01, 2014 4:56 pm | |
| lol, well, manga update, Mard's defeated, not sure if hes dead or not, but, defeated so i might just go at thorn curse tonight...and meanwhile Ice Devil's Zeroth Destruction Bow is another thing on grey's list *starting to notice a pattern here....*
also, that makes me note Grey's whole 'half Demonization which makes me all the more curious about Devil Slayers.... | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Mon Dec 01, 2014 7:12 pm | |
| Mech can you tell me if you are making the map larger and going to decrease the amount of mobs on the map so you can have your variety as well as decrease the agro range? I think you answered this question already but im just asking again . | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Mon Dec 01, 2014 9:07 pm | |
| bigger map more variety, more clustered groups.
theres also going to be 'dungeons' as in the case that they will be filled with mobs, usually of a similar type | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Tue Dec 02, 2014 12:21 am | |
| Please don't make them clustered :S it will be a pain trying to kill one when a million n 2 of them are trying to kill you at the same time DX | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Tue Dec 02, 2014 8:24 pm | |
| anyway i was working on the new stuff(yknow, the equipment i talked about yesterday)
I started with Swords, and although theres a lot of states and shit, powerted through the basic 'just do it' part pretty easily, added in the 'lacrima' changes like how i did with the rings(that is i have the base material object(the sword) and the changes each lacrima has upon the weapon as their added from one to the maximum), now i just need to do the equipped versions of the lacrima changes, and then im moving onto the next weapon, probably a spear, or dagger, or axe. as i move on through, i may have to add more lacrima types and will notify you guys of any changes, which reminds me, I added the Speed, Sleep, Charm, and Explosive lacrimas as possible options for the sword, seems kind of weird, but, w/e im just bored | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Wed Dec 03, 2014 2:35 am | |
| so, I didnt get the augmentations or the next weapon type actually done just yet, but I had to fuck with the Lacrima augmentation system.
Ill be honest, I broke it....twice
But dont worry, I fixed it and improved it, so its kind of like this: when you smith a Weapon(augmentation of weapons is done at the Anvil with a Hammer for no reason atm), it first checks if it atleast has as many slots open as you would have filled(this is mostly for items that have more then one slot), then it checks if that lacrima is in any of the slots(this used to be nine separate tmp variables, now one list variable that youll never really see for each item.) if everything checks out, it adds the lacrima to the items slots filled, and lacrimas installed(2 variables including the list so that if the maximum number of augmentations is hit, you cannot install anymore lacrimas, and that you can only have one of one of each singular type of lacrima(for example, you xcannot have 2 Fire Lacrimas in the same weapon)in an item.)then it checks over the type of lacrima, and the item type, and adds the appropriate overlay for the lacrima onto the item(each individual item's own lacrima augmentations are unique to itself, but keep in a particular theme) It then allows you to rename the Item however you choose(there is no current sensor on this, please do not make me change this.) | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Wed Dec 03, 2014 4:19 pm | |
| Can i name my weapon Great Mage Mech?? | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Wed Dec 03, 2014 7:11 pm | |
| again, no censor, you can name any weapon you augment anything you want. and again, i dont want to put a censor on it, so as long as people dont go writing profanities, or something stupid like that, ill keep censorship off.
oh this reminds me of two things. its faq time! Q. How will someone with Requip get any magic weapons if you need that magic type to create those lacrimas? A. You can still buy lacrimas, or find them in certain dungeons/rewards for quests or events
Q. What if I cant afford any Items? A. Again you CAN find them in dungeons or as a reward from certain quests/events(perhaps one of those bandits might of had a magic weapon...), Requip Mages will also start with at least one Magic Iron Weapon with a Lacrima of one of the several basic types(Speed, Fire, Water, Wind, Earth), this weapon will be prenamed, because itll been made by the system
EDIT: I forgot i was going to do that, so i made sure i couldnt fuck it up....so I added in the feature fore Requips starting equipment, right now its either a magic spear or a magic sword, but still, with one of 5 effects, thats ten different possible weapons, and thats just to start, ill have to run these weapons variables through the wringer so that it registers the lacrimas in the equipment.
I also have to modify how The Ring/Requip spell list system reads for the item that the spell requires ypou to have...
*slaps a big black obelisk on the ground* maybe ill add some special modifications to the game involving demonization or something.....* places Charm lacrima at base of Obelisk, it turns all dark and shit, he then crafts it into a Spear for no reason* or maybe ill just fuck with people, either way.... | |
| | | Ghost of ET Admin
Posts : 192 Join date : 2014-08-25
| Subject: Re: Now in Mechovision Thu Dec 04, 2014 4:03 pm | |
| Can't wait gonna try re-equip first then bto . | |
| | | Admin Admin
Posts : 299 Join date : 2014-05-01
| Subject: Re: Now in Mechovision Thu Dec 04, 2014 5:44 pm | |
| yeah, Im hoping i can get the system codes for the equipment working right by the end of the week.
i guess while Im doing that ill try and work on other stuff. | |
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