MetallicSomber
Sorceror
here are the improved/ballanced ancient spells, and rogue spells, and new Necromancer spells, I promised Can try them out see what ya think. I added a familiar spell in the ancient book as well. (can't get enough of them familars )
*EDIT* the detect trap one was a pain in the rear to make. so it may have a few bugs yet. but how it SHOULD work is, when cast, any traps that are near the caster, are revealed (if hidden) and hued 1176 (had to change that I got custom hues on my shard) The effect lasts for a few seconds, and one by one the traps are returned to normal hue. This ALSO works on traped boxes. the drawback is, it will set their hue to 0 after the effect is over.
The destroy trap will simply remove the trap. if it is a traped box it will remove the trap not the box itself
Corpse explosions pretty easy to figure out but needs a Corpse.cs Edit for it to work properly but its an easy addin.
in Scripts\Items\Misc\Corpses.cs
Look for :
private bool m_Channeled;
and under it add:
private bool m_Exploded;
Then look for:
Under it add:
Then save and thats it.
When a player casts the spell, it will look for dead creatures and explode them. any hostile targets near the corpse will suffer from some damage. Once the corpse is exploded, it can not be exploded again.
The OTHER option for this spell would have been to delete the corpse instead of just setting it to hued, and exploded. to prevent looting rights problems I figured this was the best way to go.
*EDIT* the detect trap one was a pain in the rear to make. so it may have a few bugs yet. but how it SHOULD work is, when cast, any traps that are near the caster, are revealed (if hidden) and hued 1176 (had to change that I got custom hues on my shard) The effect lasts for a few seconds, and one by one the traps are returned to normal hue. This ALSO works on traped boxes. the drawback is, it will set their hue to 0 after the effect is over.
The destroy trap will simply remove the trap. if it is a traped box it will remove the trap not the box itself
Corpse explosions pretty easy to figure out but needs a Corpse.cs Edit for it to work properly but its an easy addin.
in Scripts\Items\Misc\Corpses.cs
Look for :
private bool m_Channeled;
and under it add:
private bool m_Exploded;
Then look for:
Code:
[CommandProperty( AccessLevel.GameMaster )]
public bool Channeled
{
get{ return m_Channeled; }
set{ m_Channeled = value; }
}
Under it add:
Code:
[CommandProperty( AccessLevel.GameMaster )]
public bool Exploded
{
get{ return m_Exploded; }
set{ m_Exploded = value; }
}
Then save and thats it.
When a player casts the spell, it will look for dead creatures and explode them. any hostile targets near the corpse will suffer from some damage. Once the corpse is exploded, it can not be exploded again.
The OTHER option for this spell would have been to delete the corpse instead of just setting it to hued, and exploded. to prevent looting rights problems I figured this was the best way to go.