I'm leading The Last of the Atlanteans, my Primary project, will use this in two maps, all of those systems would be present.
Like old styles of experience tracking, which is based on favor using Norse, using quest var is exactly the same. It is also based on favor completely. Using quest var gives some editing advantage where you can display the experience, easier editing and being able to transfer favor into experience in different rates.
The basic set up is
condition player1 has favor>=1,
effect quest var "experience" +1; grant favor - 1
I chose it because the RPG trigger system supports three levels of monster in easy, medium, and hard, so you gain more exp for medium monsters than easy monsters.~~~~~~~~~~~~~~~
I'm working on Magics, have done 8 systems.
I'll list the spells today, then I'll list skills in the near future, prolly tomorrow.
First here's the basic thing about spells. They are all GP, you probably already knew that. As I mentioned, there are 6 categories.
To learn spells, you need to satisfy a lot of requirements, such as Wisdom, Intelligence, Level, Previous spells learned, and you also need to spend Skill points on learning spells. Thus, mages do need extra careful plannings, and more than likely, you cannot master two kinds of spells so you can't be a Fire Archmage and Arch Summoner all at once for example.
Matter: more wisdom
Deconstructionlvl2
Underminelvl3
Frostlvl5
Sanctuarylvl6
Earthquakelvl9
Spirit: more intelligence
Spylvl1
Chaoslvl3
Traitorlvl5
Visionlvl6
Invulnerabilitylvl8
Energy: equal w/more pt
Shock wavelvl2
Boltlvl4
World of recalllvl5
Lightning stormlvl8
Implodelvl10
Combat: equal
Bronzelvl3
Restorationlvl4
Curselvl5
Cease-firelvl7
Chicken stormlvl10
Fire: intelligence
Volcanolvl2
Spc meteorlvl4
Flaming weaponslvl5
Tatarian Gatelvl9
Meteorlvl10
Summon: wisdom
Serpentslvl3
Spider lairlvl4
Carnivoralvl5
Walking woodslvl6
Skeleton powerlvl8
[This message has been edited by battlestar000 (edited 12-19-2003 @ 08:01 PM).]