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A new idea, to get back old "atmosphere"

Would you release a modified script that you got from an otland thread, back to the same thread?


  • Total voters
    23
  • Poll closed .
Well, I hit a snag on the development, and have no clue why , but for anyone who wants to help, or just to get a peek at the code as it is now,

Post automatically merged:

@Sarah Wesker helped me get the conditions working flawlessly now, next is penalties, absorbs , reflects, and requirements :D
 
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Ok everybody, I have finished the system and released as the first script in the {SYC} series. You can find the system released here
 
The next idea I am working on is going to be very very similar to the FF7's materia system. Yes I know item slot systems have been done and released more than once in the past, but this one is in a way I had yet to see be shared, and it will include a lot of the best parts of an up-to-date TFS, such as revscripts, eventcallbacks, and custom item attributes. <-- these things people asked for, for many years, even if they didn't realize that's what they were asking for...

Anyways, I am not sure about how much use this would be, or if anyone needs or would participate in the SYC series for a system like this?

Basically items could get slots, and for these slots they could equip aether.

Aether
would have both quality and level for determining damage calculations and such.

You would essentially get the stuff needed to upgrade the quality from fighting monsters, and the aether would gain experience while fighting monsters. (if its equipped)

There would be different classes such as attack and defense, and then different types such as dark and holy, ect ect.

The class, type and equipment it is slotted to, would determine the actual effect of the aether. Say, attack, dark, axe, would make the effect of doing a delayed dark siphon attack of x amount damage (quality and level determine this).
 
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