the idea of the "influence" attribute was to affect the progress of quests. Like higher influence gives you more dialog options with npcs. Just a concept...
Its good to see we share Ideas! I'll post a thread soon where I introduce a new "Corruption" system. This has 2 mechanics. First it will determine story telling and interaction with NPC's and secondly it influences item drops/rolls. (this one needs some more love though) The Idea is that an Item can be corrupted (as the opposite of enchanted). A corrupted weapon rolls higher stats but it always has a downside! i.e. you might get a high dmg weapon with decent life steal but you will lose life per second as it is equipped... - still only a concept
At this point let me just say - while it's great (and correct) to dream BIG, I suggest you break your dream into smaller (more manageable) "modules".
I believe it will also be easier to find people who will want to help (a BIG dream can be very initmidating!), so you don't burn-out working all alone.
You are absolutely right, this is a BIG Dream and I'm not sure if it ever will see the light... Though I need the outer conditions to break it into smaller pieces. All that keeps me dreaming and it still feels like I'm on the right track to keep my head not exploding:)
So far I got the stats for the equipped weapons and the once that should count weaponhits but somehow I`m missing a link. When i run the game the statwatcher shows a flat 2 for every hit counter from the beguinning and i cant increase it by hitting stuff... Any Idea? Code needed?
Currently I have: Skill with weaponrequirement - lets say "1HAxe" Event start it applies an affix that add a Stat - axe equipped =1 event end it removes that stat - axe equipped = 0
Now I need one Skill per weapon to apply the related stat when equipped (guarantied by the weaponrequirement)
Q: can you think of a way to apply the stats through only 1 merged skill? may I set the required weapon somehow inside the Affix or somewhere below Skill block? thinking of Affix -> Target Unittype? what is this else for?
and another problem I can't find a way to work around (well, no simple one)
I've added triggerables on weaponhit which will proc a skill that requires a certain weapon equipped to add the weaponhit counting stat. So far so good! When I handle 2 different 1H weapons both skills will proc and I end up gaining both stats with one hit since the skills just check for weapon equipped = true
I guess I could fix this by adding triggerables for each combination equipped = a lot of triggerables since the combination includes:
lefthand righthand axe none none axe shield axe other 1H axe (claw, pistol, sword, mace, wand) axe axe so I end up with 9 triggerables instead of 1 I'm currently using.
Q: Is there another way you could think of how to apply just the stat with the weapon that really hits the target? some kind of logic or stat requirement?
What werde you thinking about to apply the stat? I guess I could use Statwatchers if I can control the unequipped as a stat but I'm not sure how/where to implement a stat that checks empty weapon slots.
The subforum would be sweet. I think that's the best place since the progress started there. Thanks a lot Phan