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- Democretes: Well if you don't want an item, you don't have much room to work with
- [2:32pm] Democretes: I made spells bind to the player and you just trigger a keybind to activate them.
- [2:34pm] Blorph: Ahh, ok..
- [2:34pm] Democretes: I mean, you've got to figure out exactly what you want to do
- [2:34pm] Blorph: I wanted a AM2 style way of “coding” the spells.
- [2:34pm] Democretes: I think it would be a neat idea if you had a glyph or something that you put ruins in, and depending on the ruins the effect changes.
- [2:35pm] Blorph: Good idea
- [2:35pm] Blorph: And you could have multistage infusing for the spells or something.
- [2:37pm] Democretes: Eh
- [2:37pm] Democretes: Don't get too caught up in processing
- [2:37pm] Blorph: Yep.
- [2:37pm] Democretes: AM2 fails with that
- [2:38pm] Democretes: imo, the way you create spells is far to complex and annoying
- [2:38pm] Blorph: I don’t want to include lots of ingredients for each spell.
- [2:39pm] Blorph: I do like how the spells are written, but not the rest.
- [2:40pm] Democretes: same
- [2:40pm] Democretes: I'd go for a "master item" that opens up a gui of 7 slots or so
- [2:40pm] Democretes: depending on what slots are filled with what runes, it changes the spell
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