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Author Topic: genesis mod questions .  (Read 1388 times)

Frostbite

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genesis mod questions .
« on: June 14, 2011, 07:33:42 am »

Alright i tried to do some searching on these questions and didn't come up with anything

Now it says in the races they have some special ability's like salamanders are immune to fire and the mindflayers can sommon something?

do these work in adventure mode and if so how?.


p.s I tried making a salamander and died to a burning arrow, don't know if that's not considered fire or not
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mud074

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Re: genesis mod questions .
« Reply #1 on: June 14, 2011, 01:07:23 pm »

I am pretty sure most don't work in adventure mode.

All adventurers can summon flaming arrows with "x" though.
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Trapezohedron

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Re: genesis mod questions .
« Reply #2 on: June 14, 2011, 11:14:14 pm »

Salamanders are indeed immune to fire. However, you can't use it's firebreath attack. As for the Illithid capable of summoning servants or something, that is unfortunately flavortext, based on the source material.
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Deon

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Re: genesis mod questions .
« Reply #3 on: June 15, 2011, 02:06:35 pm »

Yeah, breath attacks (which are MANY on different creatures in my mod) are not usable by yourself. There's simply no interface for that in the game yet, which is a shame.
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Frostbite

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Re: genesis mod questions .
« Reply #4 on: June 15, 2011, 11:14:38 pm »

Couldn't you make it a piece of EQ that the race gets that they can "Fire" or "throw"

the summon could be a crafting thing like the burning arrows
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Deon

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Re: genesis mod questions .
« Reply #5 on: June 15, 2011, 11:16:11 pm »

The problem is: summon what? I could possibly make stones which evaporate, causing syndromes.
It wouldn't work as equipment since it would just evaporate immediately when you start.
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freeformschooler

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Re: genesis mod questions .
« Reply #6 on: June 15, 2011, 11:55:55 pm »

The problem is: summon what? I could possibly make stones which evaporate, causing syndromes.
It wouldn't work as equipment since it would just evaporate immediately when you start.

I had thought it would work like the burning arrows, where the burning doesn't actually start until after the first turn has passed since the item was crafted (at which point hopefully you threw/shot it somewhere)
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Frostbite

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Re: genesis mod questions .
« Reply #7 on: June 16, 2011, 08:38:21 am »

Well Summoning the zombies/minions or what ever as mindflayers ,that's what i heard they do anyways
Need a corpse to "craft" (x function like the magic arrow) it and it makes a companion?

The Equipment idea i had was for a piece of starting eq like say a ring that only that race gets can be coded to act like a "bow" which can be fired, The ammo would be the fire breath or poison breath ect
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The Merchant Of Menace

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Re: genesis mod questions .
« Reply #8 on: June 16, 2011, 08:44:46 am »

But to fire those they'd need to be in your inventory, and if they were in your inventory from the start they'd end up triggering as soon as you take a step. I don't think there's any way for an item to "summon" ammunition yet, not without it being manually crafted.
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Trapezohedron

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Re: genesis mod questions .
« Reply #9 on: June 17, 2011, 07:12:32 am »

Summoning creatures is impossible. You can either make a vermin sized creature or nothing at all. There is no middle ground, unfortunately.
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Deon

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Re: genesis mod questions .
« Reply #10 on: June 18, 2011, 04:18:28 am »

But to fire those they'd need to be in your inventory, and if they were in your inventory from the start they'd end up triggering as soon as you take a step. I don't think there's any way for an item to "summon" ammunition yet, not without it being manually crafted.

Welp, they meant the stuff which works the same way the fire arrows work. I will definitely try it.
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Frostbite

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Re: genesis mod questions .
« Reply #11 on: June 18, 2011, 09:55:04 am »


Welp, they meant the stuff which works the same way the fire arrows work. I will definitely try it.
[/quote]

Necromancer class here we come! Woot ..

please keep us informed :)
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