I made a beta of my plugin, Runes ADV, with about 32 runes, but you probably wouldnt like it.
Heres some of the stuff you might wanna add:
Read the below and then read this:
Rune levels. 5 rune levels, each one increasing the an aspect of the rune. Take invisibilty: level 1: limited time frame or limited invisibility.
Level 2: Longer frame, more complete invisibility
ect ect unti;
Level 5: Forever rune, complete invisibility.
You gain levels by collected runes of the same type as the one you currently possess.
Divide the Runes into catagories:
Earth, Fire, Wind, Light, Shadows, Water.
I'll get to why later.
However, each rune would fit into the catorgy by basically, what the catagory is like.
Light:
RESISTANCE - Doubles life
SEER - Knife allows you to see through opponent's eyes, looking at people slows them down
REGENERATION - slowly regenerates life to 150
DISMAY - Opponents lose life when attacking you
HEROICS - Every kill boosts your speed, pistols do double damage
SOUL - When you kill an opponent, your life is set to 100
INVISIBILITY - active when still with a knife
SHELL - Gain armor by doing damage
Darkness:
PHANTOM - Walk through walls, look at others to become partially invisible
KINETICS - Knife gives you flight, pistol pushes enemies backwards
VAMPIRISM - Steal a percentage of damage you deal
HUNTER - Knife instakills, no footsteps, armor regenerates
Dark Seer - See AMX Jedi Forces, enhances vision.
Lighting: When you fire, a lightning bolt is the first shot, knocking away all armor.
Grab - see force grab
Mind control - When ducking and having knive, you can control who you are looking at for 30 seconds, each moment losing a little bit of control and speed.
Wind:
Triplicate:
Creates models besides you in random fashion, within a specified range. When a bullet hits them, they disappear.
Body upgrade: Increases knive strength and speed, along with lessening fall damage, and slightly more height on movement.
SLOWMO - Slows down time for a few moments.
Push - Pushes away anyone with in 10 feet of you when you duck and then jump
Gravity Contol - Duck to activate. If your not looking at anyone, render your gravity 100 and friction 1, thus allow you to float and glide for up to 15 seconds. Point at someone and either render them -1 gravity or 5000.
Wind Sheild - Direct all bullets coming at you to a random vector towards you when using knive and not actively firing.
Fire:
SPREAD - First shot is normal damage. Second is +1 damage, third is +2, ect ect. Each shot increases the damage by one of the last. When you stop firing, it lowers as quickly as it goes up.
FireBall - Allows generation of homing rocket every 60 seconds. Fire by +alt1 and duck
STRENGTH - doubles damage you deal for all weapons
Fire Sheild - Sets anyone touching you on fire for ten seconds. Always active.
HASTE - doubles walkspeed
EARTH:
Earth is entirely unique idea's, all around the basis of a new type: Meditation.
NATURE - disarms all people within a certain range. Takes a tens econd charge, which will not allow the person using it to move or see.
Force Pulse - 3 second charge up, same as above, which knocks everyone within a radius back into the nearest wall, or failing that, a really really far distance.
Gravity disable - 5 second charge up, disables gravity locally, allowing you to snipe out the now floating advisaries.
You can get where I am going with this.
Also, ground crush, blind, faint, lots of area effect stuff. You get it.
WATER:
Water is a bit....strange as well.
All of waters attacks involve, not so much giving you an advantage, as giving your opponent a disadvantage
CHARGE - when running, you build up a charge, at max charge, a sheild appears, and you can hit people with it, killing them instantly. In various stages of charge, you can do damage as well.
Reverse Shield: Damage done to you is also done to your attacker, at a percentage.
Armor: Damage taken and given turns into armor
Transferance: Armor is turned into health. If HP < 100, HP is turned into armor at a percentage.
ect ect.
As you can see, you simply sort runes by their type:
Dark type runes go into shadows, like jedi mind control
Light types are those that aid the playter directly
Wind have to do with mobility and such
Fire is the things that dont fit into light or dark or wind
Earth is area effect
Water hurts your oppenets ability to hurt you
SECONDARY RUNE:
Allows you to keep two runes, by putting one into a storage array. You cannot use that rune, only primary is active, but you can increase its level, and switch it to primary, thus switching your primary to secondary.
Curses:
Look alike runes that do the opposite or near oppisote of the rune they look like. Basically, curses balance out the runes, and make increasing levels of runes a hard experience. They do not take up a rune slot.
Blessings: Look like runes, but do not take a rune space. Instead, they do a permanent upgrade
Example: Super Jump - Lowers gravity and when they jump, increases airspeed.
Disable:
Disables blessings and curses.
Blessings and curses are stored into a variable via bit, 1,2,4,8,16,32,64, ect. You simply add the number of the blessing or curse into the variable pertaining to curses or blessings, then you render it to expodential bits to find out which curses or blessings they have. You might want to add this syetm for other systems as well, since it works pretty well.
Thats the extent of what I was going to add but never did. Maybe you can use it.
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