alucardxlx1986
Apprentice
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I have an idea about item,but need help...
First of all,sorry for my poor English...
I want a system like one of Dungeon and Fighters system..
That system make weapons and amors power-up..
I don't know other country's DNF...But in China,it's not always successed...maybe get power-down or broken and disappeared..
For example
an axe
I use that system to make it power up,and shows +1 axe,and damage get little higher,and power up this +1 axe,show +2 axe,and damage get higher again,but it's not always success like just i said,maybe +7 axe after do this,it will down to +4 axe,or even broken...
I want somebody can help me,inspire me.
Thanks a lot...
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08-23-2014 01:05 PM |
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dagger4k
Journeyman
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RE: I have an idea about item,but need help...
you could script something that adds a modifier to all damage done by a player, so something like this
Code:
[Events e_player]
on=@hit
var.damage = <eval <argn1> + (<argn1> + <tag.power>)>
ARGN1 = <var.damage>
on=@click
IF (<ACT.TYPE> == t_sword)
message Power +(<eval <act.tag.power>)
message <act.name>
endif
return 1
Then you can make your power up / down runes add tags to your weapons Thus giving your mele attacks more power. doing it this way you won't have to go through and change each item / add new events to each individual old and new weapon....
Code:
[Itemdef i_new_sword]
id=i_sword_viking
name = New Sword
tag.power=0
This is how I would go about it anyway... You can also add a success / fail system in adding the power up runes etc.
(This post was last modified: 08-25-2014 11:57 PM by dagger4k.)
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08-25-2014 11:50 PM |
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The following 1 user Likes dagger4k's post:1 user Likes dagger4k's post
Extreme (08-26-2014)
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alucardxlx1986
Apprentice
Posts: 14
Likes Given: 1
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Joined: Dec 2012
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RE: I have an idea about item,but need help...
(08-25-2014 11:50 PM)dagger4k Wrote: you could script something that adds a modifier to all damage done by a player, so something like this
Code:
[Events e_player]
on=@hit
var.damage = <eval <argn1> + (<argn1> + <tag.power>)>
ARGN1 = <var.damage>
on=@click
IF (<ACT.TYPE> == t_sword)
message Power +(<eval <act.tag.power>)
message <act.name>
endif
return 1
Then you can make your power up / down runes add tags to your weapons Thus giving your mele attacks more power. doing it this way you won't have to go through and change each item / add new events to each individual old and new weapon....
Code:
[Itemdef i_new_sword]
id=i_sword_viking
name = New Sword
tag.power=0
This is how I would go about it anyway... You can also add a success / fail system in adding the power up runes etc.
thanks a lot
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08-28-2014 04:45 PM |
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