gdarknight Posted May 30, 2008 Author Share Posted May 30, 2008 Great ideas coming in. I think some are going to go in different mods. I have three over-arching concepts... 1. The "Wizard's Vengeance" mod which will focus primarily on the destruction spells and Arcane University type of magic. 2. The "Wrath of the Nine" mod which will focus on crusader/paladin type spells 3. A Necromancer/Shadowknight mod which will probably pull a lot of ideas from existing mods into a collection. Link to comment Share on other sites More sharing options...
assin001 Posted May 30, 2008 Share Posted May 30, 2008 i always used magic missiles because it gets better when you go up levels and you can start on a low down level and the spell will be useful but not realy powerful but when you are a good level it is powerful and realy useful Link to comment Share on other sites More sharing options...
gdarknight Posted June 6, 2008 Author Share Posted June 6, 2008 I'm still trying to come up with unique spells that haven't been done yet for Oblivion. I would really like ideas for the Alteration, Mysticism, and Illusion schools. I already have a Petrify, Multiplicity (clones of yourself), and Time Stopper (freezes your enemies out of time while you escape...they can't take additional damage while stopped) for the Alteration school. If your idea is already in another mod like Midas, tell me what I could do different. :biggrin: Link to comment Share on other sites More sharing options...
LoginToDownload Posted June 6, 2008 Share Posted June 6, 2008 What about a Disk of Force spell that spawns right below the player as a platform and floats horizontally in whatever direction the player was facing when casting?EDIT: Or a Wildfire spell that only starts off affecting one being, but passes to anyone close to the burning victim? Link to comment Share on other sites More sharing options...
gdarknight Posted June 6, 2008 Author Share Posted June 6, 2008 The Wildfire spell should be fairly easy to do. As for the Disk of Force, I'll have to experiment with it. Link to comment Share on other sites More sharing options...
LoginToDownload Posted June 6, 2008 Share Posted June 6, 2008 Doesn't seem like the disc would be that hard to do... Have one scripted "Disc" reference, check the player's Z angle when he casts, move it to the player, and away it goes. It even has the added advantage of being able to change directions by recasting. Will let you know if I come up with an algorithm for turning the "Z" angle into an appropriate X and Y speed. If it helps as a start, with a Z angle of 0, increasing the Y position will move the NPC forward and the X position will move the NPC to the right. Link to comment Share on other sites More sharing options...
GBHis Posted June 6, 2008 Share Posted June 6, 2008 Doesn't seem like the disc would be that hard to do... Have one scripted "Disc" reference, check the player's Z angle when he casts, move it to the player, and away it goes. It even has the added advantage of being able to change directions by recasting. Will let you know if I come up with an algorithm for turning the "Z" angle into an appropriate X and Y speed. If it helps as a start, with a Z angle of 0, increasing the Y position will move the NPC forward and the X position will move the NPC to the right.Trigonometry's your friend :)You'll be needing sin and cos. Link to comment Share on other sites More sharing options...
LoginToDownload Posted June 6, 2008 Share Posted June 6, 2008 I haven't really learned Trigonometry (:sweat:), but would this work as (part of) an object script attached to the disc? ;Y+ == Z0 Forward ;X+ == Z0 Right if (ForceDiskOn == 0 && player.IsSpellTarget ForceDisk) set ForceDiskOn to 1 ;The spell would have to be counted on to move the disc to the player ;Z = Caster's Angle if (Z >= 0) ;Alterations can be made if the game decides to go into negative angles... if (Z <= 90) set XSpeed to 0 + Z elseif (Z <= 270) set XSpeed to 90 - (Z - 90) else set XSpeed to -90 _ (Z - 270) endif if (Z <= 180) set YSpeed to 90 - Z else set YSpeed to -90 + (Z - 180) endif ;Divide the speeds if it's moving too fast endif endif ;For moving the disc If (player.IsSpellTarget ForceDisk && ForceDiskOn) set TempPos to (GetPos X + XSpeed) SetPos x TempPos Set TempPos to (GetPos Y + YSpeed) SetPos y TempPos set CheckX1 to GetPosX - (DiscWidth / 2) set CheckX2 to GetPosX + (DiscWidth / 2) set CheckY1 to GetPosY - (DiscWidth / 2) set CheckY2 to GetPosY + (DiscWidth / 2) ;Gotta punch in the width manually, and this assumes the game puts the disc's "pos" in its middle... if (player.GetPos X > CheckX1 && player.GetPos X < CheckX2 && player.GetPos Y > CheckY1 && player.GetPos Y < CheckY2 && player.GetPos Z > GetPos Z && player.GetPos Z < GetPosZ + 20) ;20 for a disc with a small Z depth set TempPos to player.GetPosX + XSpeed player.SetPos x TempPos set TempPos to GetPosY + YSpeed player.SetPos Y TempPos endif elseif (ForceDiskOn) set ForceDiskOn to 0 MoveTo HoldingCell endif Link to comment Share on other sites More sharing options...
LoginToDownload Posted June 6, 2008 Share Posted June 6, 2008 It might not be bad if the disc just floated through terrain, if the player was left behind. The difference between this and Midas' carpet (Which is a mount, by the way)/levitation would be that it would keep going in the specified direction and would stay level. I would love to cast this from a hill and snipe bandits... :) Link to comment Share on other sites More sharing options...
johneweiland Posted June 6, 2008 Share Posted June 6, 2008 dunno if youve ever played diablo 2 lord of destruction but in the opening cinematic for the expansion Baal counjures up this stream of fire that he shoots through the air at a barbarian, and when all of the fire stuff enters his body, the barbarian explodes, like body parts everywhere and a puddle of blood. that would be sweet. so just like a once a day power, that causes instant exploding death. :blink: :biggrin: Link to comment Share on other sites More sharing options...
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