
Mage kit
Started by khay, Mar 13 2004 02:44 PM
9 replies to this topic
#1
Posted 13 March 2004 - 02:44 PM
Okay, so I heard that`s it`s kinda impossible to create a custom mage kit the proper way (ie. having it selectable just like the regular kits like transmuter, conjurer etc.) -- the thing is that I want to create a custom kit which is going to be similar to the sorcerer regarding spell progression. Now, I also heard that sorcerer kits are out of the question too.
What do you think I should do? Make it a fighter kit? Or druid perhaps? Or is it possible to replace a mage kit, the enchanter perhaps since that`s pretty much useless? I don`t feel comfortable with replacing any original kit, though.
What do you think I should do? Make it a fighter kit? Or druid perhaps? Or is it possible to replace a mage kit, the enchanter perhaps since that`s pretty much useless? I don`t feel comfortable with replacing any original kit, though.
#2
Posted 13 March 2004 - 03:52 PM
You could possibly try to edit the sorceror class, depending on what exactly you're trying to achieve.
But yeah, as far as I know Mage kits can only be replaced.
But yeah, as far as I know Mage kits can only be replaced.
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#3
Posted 14 March 2004 - 01:57 AM
Hmm I don`t really want to replace any classes, but do you think it`s possible to edit the sorcerer class and add it as a cleric or druid kit?
#4
Posted 14 March 2004 - 06:48 AM
I am pretty sure you'd use the Cleric/Druid spell progression and memorisation in that case, rather than the Sorceror style.
What exactly are you trying to make?
What exactly are you trying to make?
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#5
Posted 14 March 2004 - 07:17 AM
An Electric Wizard -- something quite different and pretty much unique as a playstyle, until now at least. It`s still in a very alpha and flexible stage so the final product might turn out as being something completely different than what I have on mind right now, but basically it`s a sorcerer based on electricity. I`m inexperienced when it comes to modding and I`m just realizing the engine`s limitations -- and it sure has lots of them, much to my dismay. I migh stick to the NPC I`m also having in mind, but that isn`t regular at all either. I can`t create anything normal and regular, heh.

#6
Posted 14 March 2004 - 08:34 AM
Well, an Elemental Mage doesn't sound like a bad ideal... buut... there are so fews that directly pertains to Elements if you dod a ratio of elemental to non-elemental spells. And how would one catagorize elements, and any pro-con aspects of it.
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"Do you know how much that turns me on, Ki?"
"Maxi! I'm trying to be serious here!" -- Maxi and Kilik
When angry, count to four; when very angry, swear. -- Mark Twain
To disagree with three-fourths of the British public is one of the first requisites of sanity.
Oscar Wilde
And alien tears will fill for him Pity's long-broken urn, For his mourners will be outcast men, And outcasts always mourn.
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#7
Posted 14 March 2004 - 10:03 AM
It`s not quite an elemental mage -- well it might just be one if you consider electricity an element together with the likes of water, fire, earth and air; it`s a type of spellcaster which harnesses electrical energy and focuses it into magic which is yes, similar to regular spells, but not quite the same.
He wouldn`t have access to direct damage spells like the regular spellcasters do, instead has a plethora of spells based on electricity and sonic damage; no Magic Missile but Electric Bolts, no Fireball but Thunderstrike, no Cloudkill but Electric Storm etc. -- you get the picture. Yes, this implies a plethora of custom spells and HLA-s (like Electric Shock which is similar to the raise dead spell but only has a 75% chance of success) and I guess I could create it like the Druidic Sorcerer was created so that you start the game with level 0 and get some options to choose from while also initializing kit bonuses and disadvantages.
What do you think, is it possible?
He wouldn`t have access to direct damage spells like the regular spellcasters do, instead has a plethora of spells based on electricity and sonic damage; no Magic Missile but Electric Bolts, no Fireball but Thunderstrike, no Cloudkill but Electric Storm etc. -- you get the picture. Yes, this implies a plethora of custom spells and HLA-s (like Electric Shock which is similar to the raise dead spell but only has a 75% chance of success) and I guess I could create it like the Druidic Sorcerer was created so that you start the game with level 0 and get some options to choose from while also initializing kit bonuses and disadvantages.
What do you think, is it possible?
#8
-Guest-
Posted 14 March 2004 - 11:43 AM
aaaaaah, now I get it
#9
Posted 16 March 2004 - 01:27 AM
Since you can only add 8 kits to one class, adding a new one to the mage class is pretty hopeless (ToB uses up the last slot with Wild Mage). You COULD replace a kit with a new one, but I would heavily advise you NOT to do it. Such a move would severely disturb some mods and adding something new by destroying something good is not an option in my eyes.Hmm I don`t really want to replace any classes, but do you think it`s possible to edit the sorcerer class and add it as a cleric or druid kit?
About the sorcerer class, I think it is very much hardcoded, so you won't edit it too much, yet you try to reproduce it in a modified way. If you intend to place your new kit under the druid class however, it wouldn't be a wise move to make it a "sorcerer-style" kit, better try it a druid kit. I know it is hard to accept, but mage kits are quite out of consideration right now.


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#10
Posted 16 March 2004 - 12:02 PM
Yes, I absolutely want to make it a sorcerer style kit, with the suitable spell progression -- the extra amount of new spells would need scrolls if I were to make it similar to mages and I wish to avoid that. And I agree with you about replacing existing kits, I find the very idea disgusting. 
But it`s possible to make a kit based on the sorcerer and place it under the druid class, right?

But it`s possible to make a kit based on the sorcerer and place it under the druid class, right?