New classes and spell casting requirements
Posted: Sun Jul 19, 2009 1:21 am
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
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