| 09-10-2003, 02:27 AM | #1 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
n1 bloodlust! :) Gonna use sorta the same system for my rpg, and that trigger will help alot :) |
| 09-10-2003, 10:34 PM | #10 |
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 |
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 |
