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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/04/2007 20:26:39
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Continuum
Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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After looking into trying to get rpg data out of ut to a database and deciding it basically required re-writing most of the core classes I got the idea of making a limit break type of ability... I kind of think something like what Ive started may help balance out low vs. high lvl while still giving both of them a cool ability so I guess I was wondering what other people thought of it. Right now I'm just working out the basic features... debating what each lvl / how many lvls would be right ect... I was thinking lvl 1 would get ~5 sec of invunribility, lvl 2 would add 1.5 damage on for that 5 seconds.. ect...
Points would be given when taking damage, more as your health becomes critical, but also factoring the players level so that lower levels would reach their limit a bit faster than the higher levels (perhaps eventually using combos or awards to add points also) .
Basically the idea behind this skill was to give a player a short window to escape danger when near death.
Point code
Code:
(abilityLvl) * ((healthFactor) * Damage) / (playerLvl * lvlFactor))
(1 to 3) * ((0.15 to 1.00) * Damage) / (playerLvl * lvlFactor))
Example 1:
(high lvl player 1/2 health ability at lvl 3)
abilityLvl = 3, healthFactor = 0.50, Damage = 30, playerLvl = 100, lvlFactor = 0.60
limitPoints = 0.45
(low lvl player 1/2 health ability at lvl 1)
abilityLvl = 1, healthFactor = 0.50, Damage = 30, playerLvl = 20, lvlFactor = 0.60
limitPoints = 0.45
Example 2:
(high lvl player critical health ability at lvl 3)
abilityLvl = 3, healthFactor = 1.00, Damage = 30, playerLvl = 100, lvlFactor = 0.60
limitPoints = 0.54
(low lvl player critical health ability lvl 1)
abilityLvl = 1, healthFactor = 1.00, Damage = 30, playerLvl = 20, lvlFactor = 0.60
limitPoints = 0.9
Filename |
LimitBreak.zip |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2007 16:11:27
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Moof
Wicked Sick!
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
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This will need recoding, probably to use an artifact object for activation. Love the idea, though.
Could you possibly repost it as straight ascii .uc files? Or do I just not have the proper reader? It looks nice in my browser, but will be tough to edit.
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Moof, Scholar of Ni
Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2007 18:54:11
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Continuum
Wicked Sick!
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Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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Was thinking it would activate automatically when the points reached a set number... (final fantasy like) coding is no where near complete just was working on the point system at the moment.
Also as I was working on it I kept thinking that UTRPG needs a toolset library for stuff that gets done a lot (i.e. getting RPG related inventory items, or finding the data object ect)
Also was just throwing it out there to see if anyone had other ideas for what the player would get for a limit break / what requirements type of stuff before I start coding that part.
Filename |
cRPG_classes.zip |
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Source uc files |
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28 Kbytes
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/05/2007 19:56:22
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Moof
Wicked Sick!
Joined: 06/24/2006 19:42:44
Messages: 433
Location: College Park, MD
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Woah. Okay. Your style of coding is juuuust a little different than mine.
This will have to wait until the weekend to test! At least, for me
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Moof, Scholar of Ni
Moof (W); Dr. Moof (M); Engimoof (E); Moofgineer (E beta) |
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![[Post New]](/dcforum/templates/default/images/icon_minipost_new.gif) 03/11/2007 19:55:05
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Continuum
Wicked Sick!
![[Avatar]](/dcforum/images/avatar/37a749d808e46495a8da1e5352d03cae.png)
Joined: 03/09/2005 05:20:36
Messages: 479
Location: Indianapolis, Indiana
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Got the points system running to a point
The healthFactor is always 1.00 so no adjustment for if the pawn has high health ect..
Also changed a few things since I wasn't used to how uscript deals with classes.
Filename |
cRPG_classes.zip |
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Source.. lots of temporary debugging / logging code but it should give anyone interested an idea of what I had in mind... maybe |
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