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a little suggestion for a new skill, alchemy  XML
Forum Index -> Druids RPG
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Proclaimer



Joined: 08/03/2005 22:20:18
Messages: 16
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well, i was playing ut (LOL) and i thought that it would be cool to mix two weapons together in order to make a better one. Like a vampiric and energy, or knockback poison, etc.

I was just posting this to see what do you think, or will this make the game easier.

Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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See the post v0rTeXsRPG105 for one implementation by v0rTeX

http://www.disastrousconsequences.com/dcforum/posts/list/1272.page
Drago'Nish

Dominating
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Joined: 08/10/2005 18:38:46
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wel doubt a ability is even possible,
and if you want a combination of every 2 magics,
so poison is combined with all others that would also mean there wil be only a few 100 more files and more then doubling the size etc etc,
not worth it, to much trouble making it and the results are awfull.
no best system for this, is the way vortex did it.

Zenas: Weapons Master - lvl 26
Proclaimer



Joined: 08/03/2005 22:20:18
Messages: 16
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well, instead of being a lot of combinations, just like 4 or 5 would be enough.

Because it would not make sense to do alchemy with a slowfoot and a quickfoot, or a lucky and misfortune.

Drago'Nish

Dominating
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Joined: 08/10/2005 18:38:46
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in that case, just get v0rTeXsRPG
that contains 6 or 7 of those combined magics.

Zenas: Weapons Master - lvl 26
v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
Messages: 562
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Two problems, at least one of which has been mentioned.

1. For every combination of magic types into a single gun, there needs to be a new compiled magic type. So for every different combo of two or more you think up, there needs to be one more code set put together.

2. Once you have done this, you will have one of two subproblems.

---A. The magic types, even though they are combos, are treated just like normal magic types. Which means someone might get one by luck, or by magic weapon maker. Even if they are super rare they can still pop up like a normal magic type.

---B. You could also try to invent a whole new class of magic guns that can only be created by an alchemy charm or skill. But that requires more coding.

Given the fact that neither Mysterial nor Druid have taken the time to code it so that link guns of different magic types (that are linked) can share magic effects, I doubt very much anyone is willing to undertake the task of making new classes of special double magic guns for a separate skill.

Sorry to rain on the parade. It is a great idea on paper.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Sorry, I missed the bit originally about wanting the double weapon to be skill initiated. ops:

One possibility could be to code a 'super weapon type', that included the code for vampire, knockback, force, energy, healing etc, but have a different modifier or flag for each magic type.

So, a healing weapon for instance would have the modifier for healing set to a number, but the other modifiers set to zero. So the code would action the healing code, but skip the other code since the modifiers were zero. This would then handle all the standard single-magic weapons.

The skill would then just have to set two (or more) modifiers to get a combined weapon.

Seems possible?
Proclaimer



Joined: 08/03/2005 22:20:18
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for the link gun problem you could just use the link gun code that is already in place in the DC Server (the only weapon that has the ability is the one at the end of the link)

eg: for link

knockback > poison > infinite > etc > healing (final link in chain) = healing.

unfortunately for subproblem A, there needs to be additional code saying that no player is able to get those weapons (weapon spawn, locker, etc)


but yeah, i did not think there were so many problems involved with alchmy, anyways, its just a suggestion.
v0rTeX

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Joined: 12/19/2004 20:59:52
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Proclaimer wrote:


knockback > poison > infinite > etc > healing (final link in chain) = healing.
 


but see in my opinion that is the problem right there. If a freezing link is linked up with a vamp link then I feel that in a perfect game both effects would be working.

Currently no matter how many link guns are chained only one magic effect happens. To me that says that coding them all to kick in is super difficult.

As for the modifiers and having only certain ones get numbers, it would involve writing more new code for classes. Currently when you make a magic type, you can only have one instance of 'MinModifier=' and 'MaxModifier=' so that means that one gun with N magic types can only have one modifier that would apply to all the magic effects at the same time.

NOTE: This brainstorming is fun. You guys can come up with more ideas than any one coder at a time can. And the only way to find out whether or not we can make the suggestions is to read your suggestions and apply what we know about the code.
Keep them coming guys.
Continuum

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Joined: 03/09/2005 05:20:36
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Location: Indianapolis, Indiana
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I know that this idea would mean redoing alot of stuff but couldn't you have a class for each magic effect, the a method that randomly selected and applied this effect (that would be for standard magic weapons) and then a second method that would take the effect that was already applied to the weapon and added the second random (or not random) magical effect? You wouldn't need to have a seperate class for each magical weapon this way just a class for each effect. or I could be wrong...




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v0rTeX

Wicked Sick!
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Joined: 12/19/2004 20:59:52
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I don't see why not.

Although it will require someone to rewrite a file telling the RPG mutator how to assign magic to a weapon. I absolutely believe it can be done. But I have no skill and most others don't want to undertake it probably.

Anyone have good skill at coding UT stuff who wants to crack this one?
Drago'Nish

Dominating
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Joined: 08/10/2005 18:38:46
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wel, i think there are only 2 people atm who know rpg good enough to do this,
mysterial himself, or druid.
since i may know quite a bit by now aswel,
and maybe slightly more then you, or maybe in different positions i rether think.
[like i dont know anything about weapon skin aplying like you did]
everybody his strong and weak points i suppose

Zenas: Weapons Master - lvl 26
Dr.Stimpack

Killing Spree

Joined: 08/06/2005 14:19:45
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Would switching weapon attributes between two weapons work as a skill? Like switching a poison +1 flak with a +7 vampiric assault rifle to get a +7 vampiric flak and +1 poison assault. To make things interesting, the skill would use health instead of adrenaline, and it could probably be multi-level too.

With level 1 the first weapon breaks and the second survives, level 2 you can switch with no breaking, and level 3, if it's possible to code, you can switch attributes onto weapons that don't normally have them (ie -1 sturdy minigun with a +10 vorpal shock to get a +10 vorpal mini). It would be kind of interesting, and it would make those good magic assault rifles something people would actually want to keep around and trade.

---
MedMonster: lvl 45 junkie and counting
TheDruidXpawX

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Joined: 12/19/2004 18:32:13
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v0rTeX wrote:

Given the fact that neither Mysterial nor Druid have taken the time to code it so that link guns of different magic types (that are linked) can share magic effects, I doubt very much anyone is willing to undertake the task of making new classes of special double magic guns for a separate skill. 


I got close to coding it once, but I became very concerned about the reprocussions.

A vorpal shock +10 of Vampirisim +7 seemes.. a bit... well over the top.

Also what shader should be shown?

I was thinking of making this a persistent item too, so that you could keep them between games, but that's a bit concerning too given the possible power of one of these....

Skin download: http://www.disastrousconsequences.com/dcforum/posts/list/1189.page

The fundamental problem is this: The first word we learn as children is NO. From that point forward society teaches women that saying no isn't polite, and society teaches men to respect those who wont take no for an answer.

The world is what you make of it, my friend. If it doesn't fit, you make alterations. -- Stella, The Morning Star
v0rTeX

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Joined: 12/19/2004 20:59:52
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I agree, I may have combined a few things in my addon but I specifically avoided placing any of the power group of effects (Null, Vamp, Freezing, Vorpal, Infinity) together because that is way too much.

The only way it should be allowed is if there are checks to not allow certain effects to be placed with others. But then it will amplify the Magic Weapon Maker problem of trying to spawn some effects on inelligible weapons and thus kicking out a normal weapon for you.

And the shader thing is a whole new hack. You would have to pick one shader that is new to show on any combinations since there are so many possible combos that you wouldnt want to have to create that many shaders.
 
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