So I have been thinking of some mods that i may attempt, or hope someone else can do in the future for mm7, like so:
i was wondering if there was a way to add relics and artifacts as really rare items in shops, and if they can do they take from the magic 15 number.
I was wondering how many items you can add to the game. specifically, can you make MORE relics and artifacts
Is there a way to add shops to a place in the game? my idea was to add a special shop in the middle of a very dangerous area that sold artifacts
Can you make a weapon cast a spell on strike? (like a relic dagger that gave its user haste or something)
Creating relic rarity potions that give you GM in a skill depending on the potion regardless of level or class.
Adding relic wands that you use once but are really powerful effects (like casting day of gods and hour of power and day of protection for an entire day, or summoning a dragon to aid you, or killing all creatures in your sight)
Adding random attacks just walking around in non- town areas.
Creating more quests using NPC's that are already existent.
Overhauling the bounty system so that it creates a spawning of creatures at location x and reward is killing those creatures. (a more interestingbounty system.)
Ill add more if i think of some. These are just some ideas that go with difficulty increasing mods.
Mod idea questions.
- the beavers1
- Assassin
- Posts: 299
- Joined: 20 Feb 2011
- Location: Lil town in Oregon
Mod idea questions.
"Rot in Hell You Penny Pinching Miser!"
Re: Mod idea questions.
Would require adding 2 events/hooks.the beavers1 wrote:i was wondering if there was a way to add relics and artifacts as really rare items in shops, and if they can do they take from the magic 15 number.
Yes, but currently they won't be generated as loot, only hand-placed.the beavers1 wrote: I was wondering how many items you can add to the game. specifically, can you make MORE relics and artifacts
For now, you can temporary replace an existing shop, when you enter it.the beavers1 wrote: Is there a way to add shops to a place in the game? my idea was to add a special shop in the middle of a very dangerous area that sold artifacts
Well, you could utilize an event like ItemAdditionalDamage to cast a spell on current player. There isn't an event for when a player hits a monster ATM.the beavers1 wrote: Can you make a weapon cast a spell on strike? (like a relic dagger that gave its user haste or something)
Currently no event for that, but I should definitely add it.the beavers1 wrote: Creating relic rarity potions that give you GM in a skill depending on the potion regardless of level or class.
Would require another event.the beavers1 wrote: Adding relic wands that you use once but are really powerful effects (like casting day of gods and hour of power and day of protection for an entire day, or summoning a dragon to aid you, or killing all creatures in your sight)
Can be done now. E.g. a non-town area could be determined by distance to nearest ally monster.the beavers1 wrote: Adding random attacks just walking around in non- town areas.
Sure, that's been a priority.the beavers1 wrote: Creating more quests using NPC's that are already existent.
Good idea! Can be done now.the beavers1 wrote: Overhauling the bounty system so that it creates a spawning of creatures at location x and reward is killing those creatures. (a more interestingbounty system.)
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Mod idea questions.
Some cool ideas here ^^ Good luck in making them into reality, guys!
Two things I'd add to this question-list:
- a way to add/modify boss monsters to something actually boss-like?
- a way to disable Town Portal/Lloyd's Beacon in a specific location?
Cheers.
Two things I'd add to this question-list:
- a way to add/modify boss monsters to something actually boss-like?
- a way to disable Town Portal/Lloyd's Beacon in a specific location?
Cheers.
Merge Convergence Modling: https://www.celestialheavens.com/forum/10/17343
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
- the beavers1
- Assassin
- Posts: 299
- Joined: 20 Feb 2011
- Location: Lil town in Oregon
Re: Mod idea questions.
Doesn't the arena do that?Echo wrote: - a way to disable Town Portal/Lloyd's Beacon in a specific location?
Cheers.
"Rot in Hell You Penny Pinching Miser!"
Re: Mod idea questions.
Easily with the map editor.Echo wrote:- a way to add/modify boss monsters to something actually boss-like?
There's events.CanCastLloyd, but not for Town Portal.Echo wrote:- a way to disable Town Portal/Lloyd's Beacon in a specific location?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
Re: Mod idea questions.
Does "easily" still apply when we're talking about a n00b like me?GrayFace wrote:Easily with the map editor.Echo wrote:- a way to add/modify boss monsters to something actually boss-like?
There's events.CanCastLloyd, but not for Town Portal.Echo wrote:- a way to disable Town Portal/Lloyd's Beacon in a specific location?

And the second question, I also have no idea how/where you can modify the area events? Also, perhaps all it would take is to set an area to respawn upon leaving it in any way? Is that difficult/possible to achieve?
Merge Convergence Modling: https://www.celestialheavens.com/forum/10/17343
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Asset Storage: http://www.celestialheavens.com/forum/10/16074
MM8MM: http://www.celestialheavens.com/forum/10/16079
Re: Mod idea questions.
You can open monster's stats through MapEditor, change whatever you want and press "ctrl-e".Echo wrote:Does "easily" still apply when we're talking about a n00b like me? How would you do that?
https://www.dropbox.com/s/v9eny23njm2om ... d.png?dl=0
I don't know if any way to manually launch map refill exist right now, but monsters could be spawned with "events.LoadMap" and "SummonMonster" command.
- Ser Ironfist
- Leprechaun
- Posts: 45
- Joined: 24 Feb 2014
Re: Mod idea questions.
I have a mod idea concerning MM8. I thought this thread might be the right place for it.
I'm trying to find a way to make it possible so that every race can pick every class (except from dragons).
So you would be able to play a vampire knight, a minotaur wizard or else, whatever you like. The vampire, troll and minotaur classes I would rename into assassin, ranger and paladin or something (that I know how to do).
I'm trying to find a way to make it possible so that every race can pick every class (except from dragons).
So you would be able to play a vampire knight, a minotaur wizard or else, whatever you like. The vampire, troll and minotaur classes I would rename into assassin, ranger and paladin or something (that I know how to do).
Last edited by Ser Ironfist on 06 Jun 2017, 15:59, edited 1 time in total.
Re: Mod idea questions.
The hardest part would be the interface. Also, there would be no reason to use minotaur due to inability to wear hat and boots. And too little gain. After all, only classes really matter, race just effects starting stats.
Last edited by GrayFace on 06 Jun 2017, 19:57, edited 3 times in total.
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
- Ser Ironfist
- Leprechaun
- Posts: 45
- Joined: 24 Feb 2014
Re: Mod idea questions.
In what way would the interface need changes?GrayFace wrote:The hardest part would be the interface.
My plan was compensating this by giving minotaurs the highest hp per level growth.GrayFace wrote:Also, there would be no reason to use minotaur due to inability to wear hat and boots. And too little gain. After all, only classes really matter, race just effects starting stats.
Does the hp/level rate actually depend on race or class? Is this what you were saying that races don't contribute anything at all except from starting stats?
Last edited by Ser Ironfist on 07 Jun 2017, 15:58, edited 2 times in total.
Re: Mod idea questions.
Party creation.Ser Ironfist wrote:In what way would the interface need changes?
In MM7 on class.Ser Ironfist wrote: My plan was compensating this by giving minotaurs the highest hp per level growth.
Does the hp/level rate actually depend on race or class? Is this what you were saying that races don't contribute anything at all except from starting stats?
My patches: MM6 MM7 MM8. MMExtension. Tools. Also, I love Knytt Stories and Knytt Underground. I'm also known as sergroj.
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