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Need help for a Cast-on-the-fly spell system
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<blockquote data-quote="SonOfLilith" data-source="post: 179991" data-attributes="member: 2241"><p>I've been working on a spell system that allows the caster to "creat" the spell they cast while there casting it. </p><p>Basicly:</p><p>There are 8 elements, and each element has a corisponding magic school.</p><p>Fire:Offensive</p><p>Earth: Defensive</p><p>Wind: Travel</p><p>Water: divination</p><p>Ice:Chrono</p><p>Lightning:Illusion</p><p>Positive:healing</p><p>Negitive: Death</p><p></p><p>there are also paraelements: Snow, Fog, Storm, Metal, Crystal, Magma, and Ash, as well as white and black (eg., White flame, Black Ice."</p><p></p><p>Now, when you cast a spell. You first chose the basic element oo magic class. Then you pick what type of range you want your spell to have (eg. ray, cone, cylinder, circle, sphere, slef, individual...you get the idea.) Different areas make spells "cost" more. (this is the trouble spot, I'll explain later.) Also, there are specific spells you can cast (flame jet, ect), and specific spells that "cost" more then one element (i.e. a spell that cost a fire and an earth might be "volcano" ect."</p><p></p><p>Now is where I ask for help. How much should things cost, and how would you determin how much a player has to spend? I was thinking of making it almost like a skill, where you put points into certain element types, then you can use thoes points to cast spells and increase range, ect. However, I don't know how maney points each character should get per. level and stuff like that. Any advice/comments are welcom and needed, but please try to be nice.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SonOfLilith, post: 179991, member: 2241"] I've been working on a spell system that allows the caster to "creat" the spell they cast while there casting it. Basicly: There are 8 elements, and each element has a corisponding magic school. Fire:Offensive Earth: Defensive Wind: Travel Water: divination Ice:Chrono Lightning:Illusion Positive:healing Negitive: Death there are also paraelements: Snow, Fog, Storm, Metal, Crystal, Magma, and Ash, as well as white and black (eg., White flame, Black Ice." Now, when you cast a spell. You first chose the basic element oo magic class. Then you pick what type of range you want your spell to have (eg. ray, cone, cylinder, circle, sphere, slef, individual...you get the idea.) Different areas make spells "cost" more. (this is the trouble spot, I'll explain later.) Also, there are specific spells you can cast (flame jet, ect), and specific spells that "cost" more then one element (i.e. a spell that cost a fire and an earth might be "volcano" ect." Now is where I ask for help. How much should things cost, and how would you determin how much a player has to spend? I was thinking of making it almost like a skill, where you put points into certain element types, then you can use thoes points to cast spells and increase range, ect. However, I don't know how maney points each character should get per. level and stuff like that. Any advice/comments are welcom and needed, but please try to be nice.:) [/QUOTE]
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