Skul 
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RE: Camping - What did you do with it?
Remove trap is useful if you ever decide to spawn trapped and locked chests in your dungeons (like on EA/OSI). Leaving magic trap and magic unlock for magically locked and magically trapped doors/containers only. Just a suggestion on that 1. Herding is terrible, only sense it would ever make is to 'amp up' the effect of other 'bard-like' skills, other than that it is truely useless. Forensics can be used to identify the killer of a corpse and to 'allow a bounty' for the head of the killer, not sure what other purpose is would serve. TasteID should be used for 'unknown edables', such as rare food types with special effects and magical potions not normally found at a vendor or created in via alchemy. ItemID should be used for magical items found in monster loot to determine what exactly IS magical about it, and to allow the player to equip the item only AFTER ID'ing the item found. Camping is good for what Extreme said, a tile radius to regenerate the health, mana, stamina of any player 'friend' of the creator of the campfire. Discordance is good for provocation, it should help the effect of how long a creature should be provoked. Peacemaking is good to 'calm' any monsters in the area around, like a 'peace' effect to help players make it through crowded monster areas without having to fight. Bards should have a song book, that requires certain musical instruments, the instruments should allow you to play certain songs while other instruments don't. Allowing you to create a 'rare' found instrument for the 'better songs'. The songs should be stored in the Bard Songbook, similar to a spellbook. Necromancy should be scripted and functional, I'm pretty sure a script is already posted here for it. Bushido, Ninjitsu and Chivalry should be fully functional, as listed on uo.stratics.com, all details are there for anyone to look at. I'm not sure about Spellweaving or Focus, I heard that they are 'enchancers' to 'better' other skills, I'm not sure though, stratics.com would have info. Animal Lore should be used with Tracking, Tracking is useful to allow players to find rare spawned rides and certain monsters/creatures in a big radius. Animal Lore should determine whether you 'can' track a creature or not. ArmsLore should determine the quality of your crafted armor/weapon. Begging is very useful for any new player, since sometimes a new player can run out of gold and feel 'hopeless', Begging is good to help them start up again if ever they do lose their way. The amount of begging a player has should determine how much gold a player can 'beg' for and a NPC should be able to determine whether a player is 'worthy' of cash or not, if a player has 'too much' gold then begging should always fail.
Just some ideas, none are really accurate, but at least it gives you an idea of what to do with these 'so called' useless skills
"I ask a question to the answer I already know."
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09-17-2012 02:12 PM |
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