MSRevive / MSRevive/MSCScripts
Weapons should have weak variants of stronger spells
Nobody has claimed this yet.
- Dominant language
- AngelScript
- Stars
- 4
- Forks
- 12
- Avg merge
- 14h 8m
- Merged PRs (30d)
- 5
Description
Magic on weapons tends to play the leading role in spell casting and magic damage. This is an issue because actual spells are very limited. Spellcasting feels less like spellcasting when you need to level the skill through other weapons, which often have their own skill prerequisite.
This should be changed so that the magic on weapons are just a weak variant of an existing spell that players can use. This will greatly expand the spell library, and allow us to comb over skills that don't see use in some weapons. Along with this, weapon's spells are expected to see a nerf, as they will be a weak variant of the upcoming spell.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names no files, tests, or entry points. Start by locating the weapon magic and existing spell definitions, then determine how each weapon spell maps to a weaker existing or upcoming spell. Done means the weapon spells are weak variants, are appropriately nerfed, and the available spell library is expanded.
Written by the indexing model from the issue text.
Assessment
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100