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Suggestions - Additions / Modifications


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Posted

These suggestions are also for my reference, for things I would like to try to put in my game sometime.

 

 

 

1. I think a casting progress bar would be a good addition to the base UI of the client. So if the player is casting a spell that has a cast time greater than "0" they can see how far along they are on casting their spell. This could be something that can be added to the UI component of the scene so if the developer doesn't want to use it they don't have to use it.

Posted

2. I would like to see quests not consume every item in your inventory if it matches the ID of the quest objective item. This happens currently with items not of the "Quest" Item Type. It would be great if quests only consumed the quest objective item quantity instead.

Posted

3. I would like to see a "Can Move While Casting" boolean option for when you are creating and editing Abilities. If you start casting a spell and then walk, it would cancel casting the spell if this option is not enabled.

Posted

4. I think it could be useful to have a boolean "Flee When Engaged" that can be set on a mob template. This would make the mob not engage in combat, but flee from the attacker instead.

Posted

6. I would like to see a way to set Mob Stats aside from a Stat's universal "Mob Values and Progression" fields. This currently does not allow for very unique mob stats for individual mobs.

Posted
7 and 8 is already possible

 

Smoos told me only way to add a skill was at character creation at this time. You cant back date characters in any way so you cant add any thing to them in fact if you add new effects and abilities to a skill the old character can not even get those. If this has changed I would like more info.

Posted

10. The ability to set a mob to be stationary. So the mob cannot roam and cannot chase the player. Example, a giant stationary plant monster that can only attack the player when the player is close enough to the monster.

Posted

You can also set their movement speed to 0... I've had it working for Resource Nodes like Rocks for Ores. setting their wander radius to 0 and Movement Speed to 0 will make them stay in place and not allow them to chase the player.

Posted

12. Spells that can summon items.

 

a. Item can be "Temporary" which lasts for X duration. If duration is set to -1 it lasts until the owner of the item has been logged out for X duration.

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13. Spells that can summon pets. ( when the pet system has been added )

 

a1. The option to only be able to have one summoned pet at a time.

a2. The option to instead be able to have more than one summoned pet at a time. This could be on a per-pet template basis. A value of -1 would mean an unlimited amount of this pet could be summoned.

 

b. Option for pet to be "Temporary" which lasts for X duration. If duration is set to -1 it lasts until the owner of the pet has been logged out for X duration.

 

c. Option for "Can be Resurrected". Allows this specific pet to be resurrected when it dies. This could come in handy if you want the pet's level, stats, or abilities to be preserved.

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