OK.. I removed leveling... (basically they just start at level 50, though there is no level reference for the players to see)
All base stats start at 5 - you can train stats by spending AP. AP is earned from defeating enemies (based on ENEMY level). You cannot train while in combat.
PKing awards you 50 AP per pk.
Removed the damcap
Possibility of a Million Hps, but i stopped the training at 100k.. though the mobs could use a million Hps (think weapon in FF7)
When you train your base stats, you gain 5 on your ranking. training HP or mana raises you by 1 on your ranking.
To PK you must be within 10 of your victims rank.
No classes - Instead your EQ awards your spells. You quest to obtain your skills. (kind of like finding a teacher out in the world). So, if you want to play a 'mage' then you dress the part to have the mage spells, dress as a priest to get the cleric spells and so forth... or mix and match, the possibilities are endless..
With you guys helping me, the slist now only shows what they have learned (via mob quested skills or EQ given spells), and no more blank spaces :) it's all tidy and neat (THANKS!)
I removed hunger and thirst and movement loss from my code as it really serves no purpose for my vision. Mentalstate is still there for poison effects and spells.
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What I was thinking of doing is adding "souls" or "soul gems" to the game as well for you to 'level' your weapons.. as V4 and V5 in weapons aren't used, i figured i could use them... basically like if your weapon is level 1, you do 1.5x damage, level 2 does 2x, level 3 2.5, and level 4 does 3x (no more than level 4 on a weapon because you can still lose it, it break, get looted, or you find a better base weapon)
- what do you think of this idea? I won't really need help with this one, I already have a plan on how to do it.. I just don't want to do TOO MUCH, but I do want a variety to offer and a way to promote questing.
any feedback would be appreciated :) Basically I want this to be chalk full of REASONS to quest, and to not have a character MAX themselves out so quickly... to always give them something more to strive for.
All base stats start at 5 - you can train stats by spending AP. AP is earned from defeating enemies (based on ENEMY level). You cannot train while in combat.
PKing awards you 50 AP per pk.
Removed the damcap
Possibility of a Million Hps, but i stopped the training at 100k.. though the mobs could use a million Hps (think weapon in FF7)
When you train your base stats, you gain 5 on your ranking. training HP or mana raises you by 1 on your ranking.
To PK you must be within 10 of your victims rank.
No classes - Instead your EQ awards your spells. You quest to obtain your skills. (kind of like finding a teacher out in the world). So, if you want to play a 'mage' then you dress the part to have the mage spells, dress as a priest to get the cleric spells and so forth... or mix and match, the possibilities are endless..
With you guys helping me, the slist now only shows what they have learned (via mob quested skills or EQ given spells), and no more blank spaces :) it's all tidy and neat (THANKS!)
I removed hunger and thirst and movement loss from my code as it really serves no purpose for my vision. Mentalstate is still there for poison effects and spells.
-------------------------------------------
What I was thinking of doing is adding "souls" or "soul gems" to the game as well for you to 'level' your weapons.. as V4 and V5 in weapons aren't used, i figured i could use them... basically like if your weapon is level 1, you do 1.5x damage, level 2 does 2x, level 3 2.5, and level 4 does 3x (no more than level 4 on a weapon because you can still lose it, it break, get looted, or you find a better base weapon)
- what do you think of this idea? I won't really need help with this one, I already have a plan on how to do it.. I just don't want to do TOO MUCH, but I do want a variety to offer and a way to promote questing.
any feedback would be appreciated :) Basically I want this to be chalk full of REASONS to quest, and to not have a character MAX themselves out so quickly... to always give them something more to strive for.