capristo wrote
Interesting idea. The thunder hammer definitely makes sense. Shooting fireballs out of a flaming sword feels a little strange to me.
But in general I like the idea. I feel like the danger of having a wand explode is far greater than their benefit in general, so usually I just store them in chests and forget about them. It'd be nice to have a "wand" without that risk
I'm no coder, the examples I gave are mere modifications of existing functions. If there's a better way to implement the idea, I'm fine with that. The main thing here is the general idea, not the specifics of my suggestion.
red_kangaroo wrote
I'm not too keen on adding more effects to magic weapons, as they are already quite strong and useful, and adding more effects to them would make them overshadow normal weapons way too much, IMHO. Flaming swords give you light and fire damage which is not blocked by armor, thunder hammers have very strong lightning bolts that will kill everything quickly if you can survive them yourself, whips of thievery are just badass, etc. They are all quite useful without being overpowered, and even those that can be a bit tricky to use (staves of wondrous smells) are actually quite effective if you're careful.
That's the way they should be, yes, but as things stand they're only variety weapons. Nobody picks Turox or thunder hammers over normal maces and hammers, people don't like quarterstaves period, never mind wondrous smells. If I recall aright, the "burning" effect of the flaming swords are really only minor damage that only really gives them a slight edge over normal long swords, and it's not even actually fire-based, which is a pity now that we have burning mechanics in-game. I'm making suggesting this in the hopes of making these weapons with additional effects mean something, not just "ooh, shiny, but it's not going to win me the game".
red_kangaroo wrote
That would be rather easy. Chilling axes already slow your enemies, you could just add:
Hitter->BeginTemporaryState(HASTE, 100 + RAND_N(200));
Right, I know it's possible to have multiple effects already, wondrous smells have two different smoke effects. What I wanted to know with that time-weapon example was, if I'm attacking an enemy with such a weapon, could I have an effect that simultaneously hastes me for the amount that it slows the enemy? How complex can weapon effects be with IVAN's code?