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Weapon Enhancement Pickups  XML
Forum Index -> Druids RPG
Author Message
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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This is a fairly simple idea. Since I consider it a worthwhile objective to have monsters with specific resistances and vulnerabilities to certain weapons (e.g. Fire monsters take 25% more damage from Freezing weapons), I think it's also worthwhile to think about giving players options to make specific types of weapons.

Although I haven't really looked thoroughly at what this would involve, from my guess at how things are implemented it doesn't seem like it would be that hard. It'd simply be a matter of creating a Magic Weapon Maker artifact that can only roll one type of weapon.

This would lead to things like ...

-Magic Weapon Artifact of Freezing
-Magic Weapon Artifact of Energy
-Magic Weapon Artifact of Rage
etc.

The main obstacle in doing something like this would seem to be creating graphically distinctive versions of each type of artifact.

Thoughts?
-Jason_x-

Wicked Sick!
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Joined: 04/25/2007 11:40:19
Messages: 1107
Location: Barbados, West Indies
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If you just made a null/freezing/poison.(green one..)/ rage/ vamp/energy one...itd be interesting

BUT.if implemented.youd have gamble between those and the others with the same texture...or..youd have 50/50 chnce for each artifact of one specific type...like poison/healing...vamp/rage...enrgy /draining quickfot or sloowfoot....force/sloow mo inf/null/peicing.....
or something like that ...

And IF implemented this will pose a problem with the LA..cus they have all pickuppable artifact + a few of their own..meaning that the number i wll be so great....Itd be rlly quite absurd....I mean Maybe if there was a console command..(not likly..) to do so but other wise ...it seems quite complicated...and HEY Im not even talking about coding the thing!...Which is also alot seeing theyve got the engineers on their plate..

So my spin is the main obstacle is the sheer NUMBER of artifact youd have to make...even if each one had a 50/50...or even a 33/33/33(i know ti only adds up to 99...u try to dived 100 in 3...) youd still have a pretty wide number of artifacts....

Only solution being ...make it a 50/50 chance you get a certain artifact like..null/??/?? artifact form null lords..or the ordinary one..(the null one havign the null text..)..or the posion/healing poison queens..but chance u just get the random one as well..
Even though this would mean youd get an artifact from a creature you killed which IS resistant to this attack ....btu by killing lets say..aaa...Energy walrods lords..you get enregy /?? artifact and get aE3 flak..to take downt he null lords.....

So eh I dunno..in theory sounds kool..but strain wise and number wise..chance wise...coding wise..i dunno....?

-Jason_X- : lvl 97 Medic
-Jas0n_X- : lvl 59 Engineer
-Jasôn_X- : lvl 47 Engineer
-Jas@n_X-: lvl 42 Adren. Master

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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Yeah, you're right the number could be pretty large. For the most part I'd think I'd need about 10. If I did it with a 50/50 chance on either X modifier or Y opposing modifier that could be trimmed down by half.

Obviously, I'd prefer AM/LA players not to get these through their LA ability. That'd be rather excessive, and they already have a MWM.

One thing I forgot to mention is that these artifacts could/should break after one use.

Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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If you specifically want the ability to add a certain power-up type to a given weapon, I coded it a while back in this mod. Luck weapons and monster deaths would randomly genrate power-ups of one of the magic types, which you could then add to the weapon of your choice.
This was using the concept of 'addon power types' rather than 'single type MWM' but the result was the same - except mine could be stacked.
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Szlat, quick questions:

The ability to double up on magic modifiers is toggleable, correct?

Also, do your pickups activate instantly when touched, or must they be activated? I ask because I think merely touching a pickup to reroll your weapon would be kind of frustrating if you were in a mob and a pickup popped out and turned your current weapon into something else.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Wail wrote:
The ability to double up on magic modifiers is toggleable, correct? 
Yes. Also can be set differently for different classes.

Wail wrote:
Also, do your pickups activate instantly when touched, or must they be activated? I ask because I think merely touching a pickup to reroll your weapon would be kind of frustrating if you were in a mob and a pickup popped out and turned your current weapon into something else. 
When you pick it up, you get an artifact which you can use whenever you like. You can also throw it to somebody else. You can only hold one artifact for each power-up type.
 
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