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EQUIPMENT TRIGGERED SKILLS

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You do realize that there's a way to do nearly the exact same thing without a large parallel process that's built into the engine?

If you have a skill that has a weapon type attribute checked, then that skill can only be used when a weapon that has that weapon type attribute as one of its attributes is equipped, so you could have a weapon attribute for each type of weapon/or each weapon and a skill or two for each. If you don't have the necessary weapon equipped, the skill will simply be grayed out. Of course though, for this method you have to have the skill already learned, and there won't be a message saying that you can use that skill when the weapon is equipped. Still though, this way you don't need a huge parallel process that checks every character for every weapon, and you don't need a switch for every character's equippable weapons.
I know, I'm just pointing out that there's a similar thing to this built into the engine, that could be used to nearly the same effect with weapons.
But that thing built in to the system isn't what he was aiming for
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