This repository was archived by the owner on Jun 29, 2024. It is now read-only.
Draft
Conversation
Contributor
|
Could you also include trait books also such as giving heavy armor training or maybe even +1 stat increases? Maybe even unholy books that could give one no stamina cost or bleeding. |
Contributor
Author
|
On hold until the anti-ban evasion project I'm building is in production. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
About The Pull Request
Adds spellbooks to the game that can teach the player any spell marked as "Learnable"
Note, I tossed learnable on a bunch of spells, including ones that don't work just to see how/if they'd function. The current list of spells flagged as learnable are not final, many need to be removed.
TODO: There is no natural way to create these books. They must be admin-spawned and then have the pick_spell proccalled onto them.
TODO: Implement rarities for spells properly, and find a balance where skill can relate to level of spell that is creatable.
Why It's Good For The Game
Magic is dogwater right now, we need variety.