readercolin
King
- Joined
- May 7, 2009
- Messages
- 604
I had originally been going to create a modmod for base FFH to enhance the Amurites. After playing with ideas more and more, I ended up coming to the conclusion that it wasn't so much the amurites that I felt were poor, but the magic system in FFH that I didn't like. After far too many hours thinking about that instead of focusing on my schoolwork, I came up with a different idea that I would rather try to attempt. However, FFH doesn't have many of the implementations to make it work - fall further does.
So, now that I have my reasons out of the way, on to what I would like to do. I would like to change the current magic system to work off of "mana", rather than the current implementation of "hey, look at me, I can cast once or twice". I would also like summons to be permanent, and controlling them based off of willpower instead of short term duration. This would require that I create 2 new variables - mana, and willpower. An adept starts out with 0 of both. Channeling 1 would then provide 10 mana, 10 willpower, channeling 2 another 10 of both, and channeling 3 another 10 of both. Then other promotions would become available to increase a casters mana or willpower. Spells would then cost x mana - for example, spring could cost 10 mana, fireball 20, etc. Mana would be available in the same quantity at the beginning of each turn. A summon (ex, summon skeleton), would also then cost 10 willpower to control, and be permanent.
And now finally, to why I am posting this. What would I need to do in the code to implement this? I doubt that its going to be simply XML work (well, I suppose that I could handle it through having mana granting promotions give an auto-acquire promotion x number of times for how much mana it has, stacking like the bannor chain of command's more xp for commander promotion, and then having spells remove x number of those promotions), but that gets a little ugly, and there has to be a cleaner way of implementing it. And thats not even going into my current willpower ideas... now THOSE are ugly...
If you are interested, I will post more of what I have planned. Otherwise, once I get this part working then I'll create my own little modmod page when (and if... who knows, I might release like MC ) i get it working.
-Colin
So, now that I have my reasons out of the way, on to what I would like to do. I would like to change the current magic system to work off of "mana", rather than the current implementation of "hey, look at me, I can cast once or twice". I would also like summons to be permanent, and controlling them based off of willpower instead of short term duration. This would require that I create 2 new variables - mana, and willpower. An adept starts out with 0 of both. Channeling 1 would then provide 10 mana, 10 willpower, channeling 2 another 10 of both, and channeling 3 another 10 of both. Then other promotions would become available to increase a casters mana or willpower. Spells would then cost x mana - for example, spring could cost 10 mana, fireball 20, etc. Mana would be available in the same quantity at the beginning of each turn. A summon (ex, summon skeleton), would also then cost 10 willpower to control, and be permanent.
And now finally, to why I am posting this. What would I need to do in the code to implement this? I doubt that its going to be simply XML work (well, I suppose that I could handle it through having mana granting promotions give an auto-acquire promotion x number of times for how much mana it has, stacking like the bannor chain of command's more xp for commander promotion, and then having spells remove x number of those promotions), but that gets a little ugly, and there has to be a cleaner way of implementing it. And thats not even going into my current willpower ideas... now THOSE are ugly...
If you are interested, I will post more of what I have planned. Otherwise, once I get this part working then I'll create my own little modmod page when (and if... who knows, I might release like MC ) i get it working.
-Colin