Thread: Superpowers
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Old 07-30-2008, 05:46 AM   #1
Funky Dynamite
Zhentarim Guard
 

Join Date: July 11, 2005
Location: Saint Louis, Missouri
Age: 51
Posts: 393
Default Superpowers

You guys probably know this, but....
While I was trying to this fiasco I call a design I got a pretty good understanding of normal items (weapons, armor, etc.), particularly weapons. I made several "powers" from weapons, before I used spells to mimic them.
For instance, I made a "Energy Blast" weapon (which was a sling, yes, I know strength modifies the damage but I couldn't find any other weapon that could infinite ammo), made it 2 handed, encumbrance of 0, and dropped in an animation of a fireball. Then I made it undroppable, untradable, etc., this way I could ready it and unready when I so chose. This way I could switch to another "power" or actual weapon in battle.
For example, let's assume you made Cyclops. You could have him shoot at enemies with his ruby red eye beams when they were far away and switch to his "punch" when they closed in.
With characters with natural Super Strength, as some of you may know, I discovered a way of -permanently- altering stats with items. (Only problem with that I don't know how to make a item that returns the stat to the original value once the item is unreadied, such as a Girdle of Giant Strength. Which kinda sucks, but....)
The way I do that is this:
Make a readyable item, I usually call the item "Stat Boost" or something like that.
For example, an item that modifies the character's Strength to 23 would have this script:

$RETURN $SET_CHAR_STR($IndexOf($Target()),23);

And it works for any stat as well. I have a crown that modifies Charisma on my Paladin.

I know this has done and addressed a hundred times before, but I just thought I'd bring my way to you guys.
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