Hey there,
I just thought about a new levelup reward system... and I wondered if I could calculate basic Stats like HP, Mana, Damage, etc as follows:
Basic Value + x*PlayerLevel
I'm not even sure if this has any benefit...
Could this be implemented to roll Dungeon/moster/Item levels? lets say I enter a dungeon with level 6 and monsters automatically roll between 5 and 8. Meanwhile I level up and now monsters spanw between 6 and 9? same for Item drops...
Hey there,
I just thought about a new levelup reward system... and I wondered if I could calculate basic Stats like HP, Mana, Damage, etc as follows:
Basic Value + x*PlayerLevel
Well, as far as I know it works this way right now.
HP=160+40*PlayerLevel
You can change this in the graphs.
Could this be implemented to roll Dungeon/moster/Item levels? lets say I enter a dungeon with level 6 and monsters automatically roll between 5 and 8. Meanwhile I level up and now monsters spanw between 6 and 9? same for Item drops...
I think this is impossible, because the level(and mobs, spawners) is created during first entry. But if your dungeon consists of several levels it will work as you said.
Could this be implemented to roll Dungeon/moster/Item levels? lets say I enter a dungeon with level 6 and monsters automatically roll between 5 and 8. Meanwhile I level up and now monsters spanw between 6 and 9? same for Item drops...
You can achieve this - kind of. But there is no perfect way since the player can always return to a dungeon of a low level when he reaches a high level, and monster/item levels are set when the player enters the dungeon.
Using your example, in the dungeon editor you would set Player Level Match Range to 6 and 9. If you then also set Match Offset (next box along) to 1 or 2, that would allow the dungeon to scale up one or two levels above the player. So if a level 8 player entered the dungeon at level 6 it would scale up to 9. If the player is level 10 and the dungeon level range is [8 - 12], an offset of 1 will make the dungeon level 11 instead of 10.