Shattered Kingdoms

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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 10:44 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Edoras wrote:
Yo dawg you messin up Finney's scriptz!!!


It won't affect me at all. I will simply substitute the old echo for the new echo(es). It will, however, affect anyone that doesn't use a client or isn't familiar with how to script with their client. With the amount of clutter and scroll spam already associated with combat, I don't think the game needs three or four different casting echoes to add to the confusion.


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 10:53 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I dunno, I almost feel like it will be easier to figure out what's going on by the different echoes, not more difficult.

However, I think that it will look silly if hellions get "xx begins to pray."


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:08 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
FinneyOwnzU wrote:
Edoras wrote:
Yo dawg you messin up Finney's scriptz!!!


It won't affect me at all. I will simply substitute the old echo for the new echo(es). It will, however, affect anyone that doesn't use a client or isn't familiar with how to script with their client. With the amount of clutter and scroll spam already associated with combat, I don't think the game needs three or four different casting echoes to add to the confusion.

Copy paste old script, change one word and poof done.....


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:17 pm 
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Deathadder wrote:
FinneyOwnzU wrote:
Edoras wrote:
Yo dawg you messin up Finney's scriptz!!!


It won't affect me at all. I will simply substitute the old echo for the new echo(es). It will, however, affect anyone that doesn't use a client or isn't familiar with how to script with their client. With the amount of clutter and scroll spam already associated with combat, I don't think the game needs three or four different casting echoes to add to the confusion.

Copy paste old script, change one word and poof done.....


What part of it won't affect me didn't you understand?


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:24 pm 
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Edoras wrote:
I dunno, I almost feel like it will be easier to figure out what's going on by the different echoes, not more difficult.

However, I think that it will look silly if hellions get "xx begins to pray."


Not sure how having multiple echoes that all boil down to, 'Hey, this guy is casting a spell', will make things easier to figure out in the middle of combat scroll. I don't think it will be a game breaker either way, but I do prefer a single echo for spell casting.


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:37 pm 
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Joined: Fri Nov 26, 2004 1:03 pm
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Location: pyrathia
Well, lets say you don't know everyone on a raid team. You can now tell the difference from a sorcerer and a priest.


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:42 pm 
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meztiso wrote:
Well, lets say you don't know everyone on a raid team. You can now tell the difference from a sorcerer and a priest.


Granted. However, most players would already know this from the spells being cast. That said, I do like that it would distinguish one caster from another - similar to how you can tell a swashbuckler from a mercenary.

I would prefer the change come on spell completion rather than spell cast, though - similar to what Yuarheer suggested.


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:48 pm 
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Yeah, but you have to wait until the spell has been cast. Here you find out a round or two earlier.


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:54 pm 
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meztiso wrote:
Yeah, but you have to wait until the spell has been cast. Here you find out a round or two earlier.


There is little you can do to interrupt most spell casts, so it won't matter much either way. It seems I am in the minority on this particular change, so I won't continue to argue against a change that most people seem to want.

I will make scripts available after the next update for any other curmudgeons (like myself) that like the current system/echo. 8)


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 Post subject: Re: Different magics
PostPosted: Tue Jul 23, 2013 12:55 pm 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
I don't think this needed to be coded. I do think it should be expressed through roleplay.


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