ToME: the Tales of Maj'Eyal

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PostPosted: Thu Jun 07, 2018 2:01 am 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
HousePet wrote:
Probably going to be painful to implement, but I'll give it a go.

Consuming Fire from Odyssey of the Summoner might be a place to start. Field effect that does different things to allied units.

Of course it's Odyssey code, which means it's full blown wizardry half the time.


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PostPosted: Fri Jun 15, 2018 9:24 pm 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
Having reviewed the odyssey code a bit more ... not the place to start, it's tied into the dragon heritage and dragonfire mechanics and the custom AI and IFF mechanics that Neka developed to support the drakelings.

On another note, you probably should tag Wild-Drake as an anti-magic tree. Not sure if there's any mechanics where that actually matters, but on the offchance it does it would be nice to have Antimagic Breath properly flagged as an antimagic power.


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PostPosted: Sat Jun 16, 2018 2:17 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5676
I was not aware there was an antimagic tag.

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PostPosted: Sat Jun 16, 2018 4:31 pm 
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Halfling

Joined: Mon Mar 05, 2012 10:35 pm
Posts: 118
HousePet wrote:
I was not aware there was an antimagic tag.

There is.

Look in the base game wild-gifts master talent file. Antimagic has it flagged at the cat level as does Eyal's Fury.

Also, you ever considered giving Ukllmswwik the Wise water drake talents? He is a water drake. OTOH making the player deal with the global speed boost from water drake might be a bit unkind.


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