Magical Items and Arcana Skill [No longer merged, hosted on Github]

Maybe, that seems like a very crude system to me. The roguelike classes mod sorta does this by giving the magical professions CBMs, but it doesn’t overwrite any of them.

Now a basic fireball magic weapon…was planning that, been juggling PRs admittedly.

It IS crude, but then you don’t have to tweak with something that can break something else.

Though if I edited their descriptions for the sake of flavor, that risks breaking stuff in the unlikely event that another mod exists that overwrites bionics. >_>

In any case, a fire-spitting magic weapon is now in. X3

EDIT: And…fuck. It seems the monster-placing action doesn’t acknowledge custom skills. ;A;

EDIT 2: Actual cause was something else. Expect to be able to summon shoggoths soon.

Just saying, Thaumaturgy is a thing, as in making items that do magic things instead of directly doing the magic.

This has been pretty cool. I wonder how some sort of ice effect would have on zombies though. It would depend on if zombies were able to experience the effects of frostbite and worse, probably.

If only we had an ice weapon…

I like this mod. I’d rather keep it along separate from bionics. It’s a nice lovecraftian horror touch to find this cultist stuff, alongside the rest of the regular game (which in itself is of varying degrees of cosmic horror)

Maybe rather than have zombie masters drop it, have it spawn at some new building (lodge) with horrors or nether creatures?

Muahahaha. So got a mapgen addition all sorted out. If you see any curious structures, have Fun. Let’s just say it involves the fluff-related details I’d been thinking up for the authors of The Cleansing Flame.

Btw, lack of comment on the PR was based on:

  1. Implementation looked good.
  2. I’m not nitpicking on balance, since it’s a whole new system, that’s your headache :wink:

Really cool stuff, I’ve been hoping someone would wander back toward total conversion territory ever since dinomod petered out.

Ah, I see. Thank you then. Still, always good to get feedback.

That reminds me, I should eventually stop being lazy and sprite up dinosaurs for MShock Modded. >.<

And…while I’m at it, had an oddball idea. A “powered welding goggles” instance of tool-armor, specifically to synergize with the blinding effect of the hammer of the hunter. Thoughts on that?

I don’t know what you mean powered, do they only darken if it’s bright? If so the game doesn’t support that, since regular welding goggles will act the same.

Er, no. As far as I can tell, protection from flashes and the other welding-goggle effects come from having a glare-protect quality of 2, right?

I know some armor properties don’t change properly when transformed via use_action, but I’m fairly certain glare quality SHOULD since other tool qualities can be added/removed that way (see chainsaws, electric carvers, etc). So an item that only has glare protection when switched on should be doable.

EDIT: Also just noticed that I’d forgot to add chip resistance to the version of this mod retained on Dropbox. Fixed.

EDIT 2: And series 2 is merged. Oh well, too late to ponder that idea now. Maybe another time. Also pondering some form of acid or poison weapon…

Now then, I’ve been pondering ideas for what to add. I think some form of acid and/or poison gas ranged magic weapon would be a good way to add variety, however…two things.

First, where do I implement it? I could add it as an uncraftable item like the Demon Claw, or I could associate it with a recipe book. If I do the latter, should it be any of the existing ones, or a new book? If I add a new book, what else might fit in with that theme?

Second, I hunger for suggestions on whether to make said weapon a reference to some other media. o3o

There is an item that I would suggest adding…The mini hakkero (magic reactor). If you are not familiar with the Touhou Project, this device allows for magical attacks using magic (could use the essence in this mod’s case) It fires magic projectiles and a humongous magic laser as a signature (Master Spark and its variants) ! It also doubles a a magic stove…

Hmm, that could be an interesting idea, if only because laser-style projectiles isn’t a magic weapon niche I’d explored yet. I really oughta look into those games sometime. Most of my shoot-em-up experience is less danmaku and more old arcade stuff. ^^"

Does leave the question of how best to implement it in the mod, and where it’d be available. Something capable of a Master Spark style attack would fit in with the other Cleansing Flame magic items, since a few of the items in that recipe book reference assorted things.

Poison/Acid… That reminds me of a tentacle plant monster known for it breath…

Ah right. Of all the items added to the game, I didn’t think to add any FF references. The might actually be an interesting addition as a boss-type enemy for another mapgen addition. And thus make adding a poison or acid weapon at the end of it thematically appropriate.

[quote=“Random_dragon, post:35, topic:10288”]Hmm, that could be an interesting idea, if only because laser-style projectiles isn’t a magic weapon niche I’d explored yet. I really oughta look into those games sometime. Most of my shoot-em-up experience is less danmaku and more old arcade stuff. ^^"

Does leave the question of how best to implement it in the mod, and where it’d be available. Something capable of a Master Spark style attack would fit in with the other Cleansing Flame magic items, since a few of the items in that recipe book reference assorted things.[/quote]

From what I understand from the touhou lore, the item was created by “outside world” (modern) technology reverse engineering and magic of course. I imagine a recipe that require high fabrication and arcana skill could be a way to create the mini hakerro. The recipe would be learned from a book of course.

Hmm. A book for that, it might actually be interesting to have a recipe book referencing examples of magitek from various media, in fact. o.o

i google mini hakkero and i find this…as the 3rd image


i wonder if sub works with firearms…

(i guess jsoning the artifact effects/abilities is still pending?)
(on that note can you use the ‘artifact_tool/artifact_armor’ types in mods?..)