[concept] Full build items

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whist
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Marco wrote:
Removing the item would remove all points you allocated into these skills.


So if I accidentally press W, I get fucked?
Or if I die, when does the game decide that I am no longer using the items?


I had a solution for this but this could be exploited. I will likely end up making it so the skills cannot be used without the item instead, this will be simpler to code and cannot be exploited in any way.
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Marco
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if it works that way then it's already possible to implement without any hardcoding at all.
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Heathen
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More skills is never a bad idea. I love me some new skills. Mhhhmmmmm skills skills skills. Nom nom.
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RollsRoyce
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Marco wrote:imho, the idea is too optimistic

case a) the skills are clones of existing skills => boring and uninnovating tree (and it's hell of a lot of work to make skills, even clones)
case b) the skills are brand new and cool => you can't restrict them to a lolitem... that'd be just so wrong

The concept isn't bad, but the way you want to make it, is a no-no. Mostly because making skills is an incredible pain in the ass (trust me).
I would suggest a different approach, which would be to make such affix be an innate property of specific itemtypes.

For example: new itemtype (druid swords) => innate stat to unlock WW tree - so all instances of this sword, regardless of quality, have this prop.
But in this case WW tree was always there/visible, it was just 'locked' till you get a specific weapon type. The concept this way can help to

a) easen up balance of a specific skill tree and it's siblings and undesirable side-weapon types
b) stats that don't look like ordinary stats are always pretty cool
c) it doesn't really "add" or "remove" that much - but the concept is original and adds to the variety of the game

Removing the item would remove all points you allocated into these skills.


So if I accidentally press W, I get fucked?
Or if I die, when does the game decide that I am no longer using the items?


this sentence made me so happy :D
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whist
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Marco wrote:if it works that way then it's already possible to implement without any hardcoding at all.


No. I mean they wouldn't even show if you don't have the item. You wouldn't be able to select/use them in any way. Also you can only restrict skills to an item type in the original game, not a specific item.
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Arc_Razer
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Sounds a bit like PoE skills, with skill on a gem, could be good if worked correctly.
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Heathen
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I was also thinking of a second mystic orb type that solely has skills, but, say, adds +6 required level per orb, and maybe a level requirement.
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Marco
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whist wrote:
Marco wrote:if it works that way then it's already possible to implement without any hardcoding at all.


No. I mean they wouldn't even show if you don't have the item. You wouldn't be able to select/use them in any way. Also you can only restrict skills to an item type in the original game, not a specific item.


compared to oskills it doesn't really add much to the game. The only way would be to add a nice chunk of skills so that point distribution matter, but then again as I said that's a fuckton of work and you are restricting them to specific items, and that's a shame. I would suggest something similar - which is "oskill sets" - maybe as just one stat, for example "+13 to super magic" and that gives you let's say 3 oskills.

Also you can only restrict skills to an item type in the original game, not a specific item.


Yes you can. You just need a dummy stat added to the item and then you use the dummy stat as a validation on the skillpoint formula. Then you add a desc to the dummy stat and it's basically the exact same you are mentioning here, only that the skill tree is visible all along (which is no big deal)
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Alkaiser
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As long as the new skill tree offers interesting skills, I'd be okay with this concept :D
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ChingeR
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Alkaiser wrote:As long as the new skill tree offers interesting skills, I'd be okay with this concept :D

Try to figure new spells out, its hard, and then its time to balance it