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Items balancing for my map

11-03-2003, 03:10 AM#1
evilwolf
Sorry for the flood of thread starting, but i got alot of question that i want to get answered to i can get started.

Anyways:

For my rpg, i want it to be pretty liberal and open, not like one class or guy is only allowed to use one weapon and thats it. Instead i want it to be well like i said, more open. what I dont want is a wizard wandering around with the same weapon and a warrior and dealing just as much dmg, or a barbarian with a uber magic staff flinging fiery death from his buttcrack.

For the first question I want to know if, using triggers, I could change the amount of damage items would do. This is what I had in mind:

Event- Unit picks up item
Conditions- Unit is = to wizard
Conditions- Item is = axe
Actions: Set triggering units damage to 15 + his STR stat

Same trigger, but for a barbarian:

Event- Unit picks up item
Conditions- Unit is = to barbarian
Conditions- Item is = axe
Actions: Set triggering units damage to 33 + his STR stat

Would this trigger be possible? Im sure if it is there is an easier way too, probably with just If\Then\Else actions. But i just want to know if that would work.

Secondly, I want it to be real in a sense where units can only have 1 item of each type, except for rings.

My idea for the trigger would be:

Event- unit picks up item
Conditions- Item is = to varible Weapon
Condtions- Triggering unit already has item = to variable weapon
Actions- If\then\else
If conditions are = to true, then drop item and display (You already have a weapon)

If your wondering what varible Weapon is, that would be what kind of varible i would set each weapon type item too, if thats even possible. Plz tell me if this can be done.

Im kind of tired right now, and buzzed out on painkillers (for wisdom teeth) so if i forgot anything ill just post it tomorow or something.

Thanks for your help. :thrust:
11-03-2003, 05:41 AM#2
Bulletcatcher
Well, I suppose you could create custom skills based on the +strength item abilities, and use triggers to give them to the units when they pick the items up, and remove them when they drop the items. For example...

Event- Unit picks up an item
Condition- Unit Type = Wizard
Condition- Item = Axe
Action- Give ability to (Hero Manipulating Item): AxeStrength(Wizard)

Event- Unit picks up an item
Condition- Unit Type = Barbarian
Condition- Item = Axe
Action- Give ability to (Hero Manipulating Item): AxeStrength(Barbarian)

You would create these abilities for all items and classes, and have corresponding triggers for when the heroes drop the items to remove the abilities.

You could also make specific versions of the items for different classes, and replace the item with the correct one for the class when picked up.
11-03-2003, 12:03 PM#3
drezman
it should work, if u trigger it right...the idea sounds great though
11-03-2003, 02:59 PM#4
evilwolf
i think your idea bulletcatcher, is the one they used in legacies rpg, where it doesnt do the +dmg in green, just uses STR as the damage modifier? well im trying to have ALL stats be requirements, so i dont think that would work.

What about the second question. any ideas there?
11-03-2003, 03:09 PM#5
Whitehorn
Why would a wizard use an axe? Also, their primary stat would be Intelligence, so an Axe that uses Str to define damage for them is pointless. A player using a Wizard would use his own common sence and pick up a wand or staff. If he has no common sence, they will likely die a horrible death.

I don't think you are looking at it the right way. Weapons deal a core amount of damage(which yuo have included in your triggers anyway) and a variable relating to the hero's statistics. Why add this extra complication when a working system exists?

Maybe your message reads wrongly for me, but do correct me if I am mistaken.
11-03-2003, 03:15 PM#6
evilwolf
Primary stats arent going to be in the RPG. Their stats are used as requirements for items.

Why would a wizard want an axe? I have no idea, but I just want it more open, kind of like diablo, where anyone can use anything if their stats meet the req. The downturn is that the wizard, being a magical guy, wont be as effective with an axe as a warrior. But say they find a magic axe that does something, maybe they want use that. Look at the old sorcs in Diablo LOD 1.9. Alot of them were running around with Gull and Ali Baba. Why? Magic effects.

So the extra complication is there because the hero stats are already used for something else. but the other guy already answered the first question. I need help on the second one. Is that trigger set up right?