So I'm just curious if the engine can do this, I'm not even sure how I'd use it yet.
What if amazon skills used extra arrows instead of mana? or somehow mana and ammunition were linked?
Immolation Arrow: Costs 10 arrows or 10 arrows and 10 mana.
Just curious if it can be done simply and maybe some ideas how to implement it for basic balance.
[1.13c] Arrows as mana?
Moderator: Nefarius
Re: [1.13c] Arrows as mana?
If I remember right, Nefarius did this. Well, not exactly what you want to do, but I think he made skills like multi-shot for example, spend the actual number of arrows that are fired by the skill.
Re: [1.13c] Arrows as mana?
Interesting, that'd be easy to balance though I would think. And interestingly different gameplay, probably would require some larger quivers or regeneration of arrows to make it not annoying though.
Can you link me it at all?
Can you link me it at all?
Re: [1.13c] Arrows as mana?
I don't think he posted any edits for this, I just saw him mentioning it somewhere. He has made that change for his own mod MetalStorm.zjat" wrote:Interesting, that'd be easy to balance though I would think. And interestingly different gameplay, probably would require some larger quivers or regeneration of arrows to make it not annoying though.
Can you link me it at all?
And I doubt it's an easy edit.
Re: [1.13c] Arrows as mana?
It's possible without CE. You change the 'qty' field in Missiles.txt
It needs a special skillstartfunc to work though, so check out skills like Strafe.
It needs a special skillstartfunc to work though, so check out skills like Strafe.
No beating heart I felt. I brought no sights to the silver lips; no warmth from the gold.
Re: [1.13c] Arrows as mana?
Looking at this I think I'm missing something. qty seems to be a boolean and strafe uses start 8. Changing a skill to use 8 seems to double cold arrow to 2 per shot, what column controls this? And would this alter missiles with subs like imol? I'll attempt this next week when I get time.Rattlecage" wrote:It's possible without CE. You change the 'qty' field in Missiles.txt
It needs a special skillstartfunc to work though, so check out skills like Strafe.