Adding something similar to Wraithguard and Keening to MSC

Myrlance

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I've been playing a hella lot of Morrowind Lately, since it's launch of TES3 Multiplayer.. and I thought of a idea.

Every item in the MS:C Universe requires skill to wield, what if a item requires another item and skill to wear? something that will add some spice to MS:C..

I don't know the time before the patch but maybe we can rip the files from TES3:MW for next patch, or buy models with the similar wear-gauntlet-for-sword/axe/blunt/smallarm ideal.

And this is the Wraithguard and Keening.
https://vignette1.wikia.nocookie.ne...thguard.png/revision/latest?cb=20151221022855
http://vignette4.wikia.nocookie.net...Keening.png/revision/latest?cb=20120513032146

So basically, if you try to wield one item it'll say, "You are not wearing a Wraithguard!" , or something else to replace Wraithguard in the MSC Lore.. this idea would be great to use, and to make sure both items are used in the same hand, gauntlet in right and blade in right, etc. (and to make sure it requires right hand only as there cant be dual wield im sure it'll take alot of code or something.)
 

zeus9860

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The hell... You do know one of the major issues with this mod is the rip/stolen content, right?

Asking for more of that stuff is literally going a step back towards everything that has been done lately by the people who are putting time and effort into replacing this content with NEW legit content.

Giving suggestions based on other games is all fine and cool, directly stealing stuff from them surely isn't fine/cool.
 

Myrlance

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well I think you both, and many others are missing out on the other stuff I said too.. lol

"or buy models with the similar wear-gauntlet-for-sword/axe/blunt/smallarm ideal."
 

Thothie

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Yeah, I saw that, and I was kinda surprised that this was the problem folks would have with the concept.

Unfortunately, at the moment, there's no scriptable system to block equipping an item unless another item is already equipped, but it probably wouldn't be hard to add code side (not the sort of thing I have to bother Solokiller about), and it is already entirely possible to reduce or increase the effectiveness of an item based on what is wielded in the other hand (thus the few "matched set" weapons we have). We can, also, rig it so when you find two items it combines them into a third (even if it's really just giving you a new item).

The Blade of Urdual concept was going to be two smallarms, one of balance and one of chaos, that temporarily transform into a powerful sword. We have the models for all that, but like the Felewyn blade, it'd have to be a one-time per character thing (barring trade), as will the assemblage for the Torkaloth Scythe (for which we also have a model), and I dunno if we're ready for that yet.

Closest other thing I have on the boilerplate to borrowing a concept from another game was a spell casting staff that would cast different spells at different strengths based on which combinations of special elemental runestones you put inside of it (kinda stealing Magicka's mechanic) - but I hadn't got far enough along with that script to determine whether it was viable, due to more critical things coming up. I've been considering reworking this thing so that, instead of effectively being a weapon with an inventory panel, it'd instead be "programmed" with consumable runestones you could buy at any magic shop, and more powerful runestones scattered throughout the world. Then we could have different variants of it, with different damages and maybe bonuses to specific elements, with a basic "lesser/training" staff available for purchase at shops. It would thus become our new spell system, while leaving the previous spell system intact.

Dunno how related this is, but If we get the weapon enchantment system ironed out before the next patch, I was also considering working up armor modifications for the one after, providing various features such as second-chance respawns with cooldowns, upgradable degrees of reflective damage, levels of resistance to types of non-elemental damage, and the like.
 

Myrlance

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Lol thothie, that reminds me of Runescape with the 'runestones' haha.. and thanks for the feedback!
 

Kanta

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If you want to add something like a way to resist non magic damages like blunt/slash/pierce you would really need to fix up a lot of enemies. Marogar with ice blades deal "damage" damage with a chance to freeze you, and all the bandits deal "damage" damage with their attacks also.
 

Thothie

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Yeah, all the older scripts use "generic" damage, as there wasn't a way to define their damage type in the past. Even if we went through the somewhat epic task of going back and revising all those, blunt/slash/pierce resistance would have limited use a result of that and the fact that none of them have additional effects, but it'd be a little extra something.
 

TheOysterHippopotami

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If you want to add something like a way to resist non magic damages like blunt/slash/pierce you would really need to fix up a lot of enemies. Marogar with ice blades deal "damage" damage with a chance to freeze you, and all the bandits deal "damage" damage with their attacks also.
I have always wanted the game to focus more on these areas. I kind of want to see all the armors give different levels of resistence for slash, blunt and pierce instead of just a flat overall damage reduction. There is a loooot of creative things us mappers could do, gameplay wise, with a system like this in place.
 
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