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Masterlevel Abilities

PostPosted: Fri Mar 09, 2012 12:55 am
by stephenxpimentel
I've always wondered why we do master levels the way we do, would it not be better to do this like we do champion abilities? (just a thought), as this would solve the issue of Pure Casters getting 10 spell lines for it, etc.

Re: Masterlevel Abilities

PostPosted: Sat Mar 10, 2012 1:32 am
by Ephemeral
I solved mine by just putting them all in one specline at 10/20/30/40/50 and such.

But if I remember right the live ones are 1-10 aren't they?

Re: Masterlevel Abilities

PostPosted: Sun Mar 11, 2012 1:59 am
by stephenxpimentel
yes

Re: Masterlevel Abilities

PostPosted: Mon Mar 12, 2012 2:10 am
by Ephemeral
Then just move them all into single lines, change the levels to 1-10 and then modify the level calculations for then.

Re: Masterlevel Abilities

PostPosted: Mon Aug 13, 2012 9:22 am
by rej
Ok, here is what i did and how i've come so far.
Since i want to use that ML Merchant who grants levels upon giving him tokens.... nahh, (honestly i've seen better code but it's ok since i can mess around a bit with it :))

After moving spells from ML1 Convoker, ML2 Convoker, and so on, into Convoker (This does indeed exist) and changing their levels respectively, im stuck.
I can give myself ML steps, Tokens and so on, it is stored in dolcharacters in MLLevel. But my test character does only see the level 1 spell.
I tried to make Master Levels a Specialization since in the core in SkillBase these Masterlevels shall be hidden from trainer window, if i see it correctly. My problem now is how to specialise then or granting a new level, since i have no idea what action the TrainerWindow does to the character.
(It's only the 5th day im working on dol again, so don't harass me! :))