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item weapom skill

09-10-2003, 02:27 AM#1
Crimsongg137
is there a way that i can make my hero have a sword skill to requrie a certian sword or something like that
09-10-2003, 04:02 AM#2
vi3t85o
certain sword image that the hero displays holding or certain sword item that the hero can use. and what do you mean by sword skill exactly? plz be more specific.
09-10-2003, 11:25 AM#3
Crimsongg137
ok... this should sound more reasonable.. i have an upgrade place where u can choose ur skills. for example say if i want to train with swords i upgrade that and some lvl 1 swords will be unlocked.
ex) say if i want train with armor... i train that and i get some lvl shields, plates, helmets...
if u still dont get plz say so
09-10-2003, 11:45 AM#4
Bloodlust
i still dont get it^^

do u use upgrades or abilities that upgrade and do they spawn items or give abilities or give upgrades?!
09-10-2003, 11:55 AM#5
l]arkOne
The hero at first cant hold sword
He need an upgrade so hes able to.
Now the hero can hold sword.

This system is used in many rpg like knight of the old republic...
09-10-2003, 12:01 PM#6
Guest
Ooh !
I get it now .
Hey nice Idea Crimsong137 :D .
09-10-2003, 12:02 PM#7
Zachary_Shadow
You could do something like this:

Learn Weapon
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Human Paladin - Holy Light
Actions
Hero - Create [[Some level 1 Weapon]] and give it to (Learning Hero)

Learn Defence
Events
Unit - A unit Learns a skill
Conditions
(Learned Hero Skill) Equal to Human Paladin - Resurrection
Actions
Hero - Create [[some level 1 shield/armor]] and give it to (Learning Hero)

Reason why I based it off thoes skills, is cos I can't figure out how to set a condition so that it refers to a custom skill. If that was possible, I would use evade/hardend skin, or some other passive skill, set all values to 0 and give it an apropiate name and tool tip.

I set the above to 0 and gave them tips, but they can still be "used" as you can't turn that off.. So if you can't refer to a custom skill, it will require some more editing..

Try it out, play around with it, and let us know what u come up with :)
09-10-2003, 12:16 PM#8
Bloodlust
hmm i think it should be more like:

1.put all sword-items at a lvl, lets say u made ALL sword items lvl-9 (i.e.) and removed all other lvl-9 items (set lvl to 0)



triggers like

event: hero learns skill
condition: skill = Swordskill
event: set trainsword*[number of trigg player] = 1

* = integervariable

event: hero takes item
condition: item is lvl 9 AND trainsword[number of trigg player] = 0
action: drop that item
09-10-2003, 12:21 PM#9
Zachary_Shadow
n1 bloodlust! :) Gonna use sorta the same system for my rpg, and that trigger will help alot :)
09-10-2003, 10:34 PM#10
Crimsongg137
ok this is what i have
i changed some things for example i changed the upgrade sword thing to sword skill and then i made a small sword and made the reQuirements of that lvl 1 for the sword skill
then i made a new weapon Sword that is lvl 2
but in the shop all the items can be selected.. im thinkin that when u train the sword skill it will create ur own shop in that same area..
09-11-2003, 12:02 AM#11
Crimsongg137
ok here are my weapon skills so far
sword
staff
axe/hammer
Armor
also i added whenever a here gains a lvl they get 1 lumber to upgrade 1 thing