Hello folks
In what may seem like sacrilege I have renamed two of the four core classes for thematic reasons
Ninja is now Scout and Priest is now Alchemist
However what I want to do is create new spellcasting classes (and maybe more runes), the class I had in mind would the Necromancer.
Necromancers would have spells that summon custom attack and guard minions (like in DM2) and cast life draining spells that damage an enemy while healing the character.
is it possible to add new classes to the game?
Additionally, I want to make it so that you can only cast spells if you have a certain object in your inventory (and then only specific runes), the reason for this is that I want potion spells to require an "alchemy kit" in the casters inventory, maybe even have different upgrades of it (earlier kits have fewer runes, more advanced kits have more runes etc).
hope you guys can help
New classes and spell casting requirements
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- linflas
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Re: New classes and spell casting requirements
i am afraid you cannot change the 4 classes in the game with RTC.
your alchemy kit looks very Oblivion-ish. i know that you can create spells in RTC and specify any object in hand (but not inventory if i remember well).
Try DSB if you need more freedom about those, but you'll have to deal with lua scripting.
your alchemy kit looks very Oblivion-ish. i know that you can create spells in RTC and specify any object in hand (but not inventory if i remember well).
Try DSB if you need more freedom about those, but you'll have to deal with lua scripting.
"The only way out is another way in." Try Sukumvit's Labyrinth II
Re: New classes and spell casting requirements
Indeed you could probably make clever use of runes activating relays and action items to have spells rely on material components or kits.
You could perhaps take this further so have outfits so the necromancer must wear necromancer robes, although you would still be stuck flavouring a basic class (like wizard) and advancing all paths equally. Unless you used a counter for each potential party member, and actually recorded 'experience' for necromancer type spells cast - using that to influence how good the actions were.
It would still not show up in the game interface, but you would be creating a specialist skillset to train in
You could perhaps take this further so have outfits so the necromancer must wear necromancer robes, although you would still be stuck flavouring a basic class (like wizard) and advancing all paths equally. Unless you used a counter for each potential party member, and actually recorded 'experience' for necromancer type spells cast - using that to influence how good the actions were.
It would still not show up in the game interface, but you would be creating a specialist skillset to train in
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!