News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 279
Total: 279

Author Topic: Roles, Destinies  (Read 9424 times)

0 Members and 123 Guests are viewing this topic.

Re: Introduction
« Reply #15 on: »
Hey Phanjam, thanks for the link, looks interesting!
I like the "Influence" brunch...
Never haveseen coggle before but I'll try to create one myself
some projects in progress

Re: Introduction
« Reply #16 on: »
:) 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...


Re: Introduction
« Reply #17 on: »
:D 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
some projects in progress

Re: Introduction
« Reply #18 on: »
The Idea is that an Item can be corrupted (as the opposite of enchanted).

I LIKE this!


Re: Introduction
« Reply #19 on: »
Coggle is quite funny!
Here are some archetypes

I'm gonna use this to determine "skill types" and attributes to finally start working on the tree...
« Last Edit: November 29, 2015, 04:39:16 pm by lolesch »
some projects in progress

Re: Introduction
« Reply #20 on: »
Here are some archetypes

WOW! I'm amazed your head hasn't exploded yet!

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.


Re: Introduction
« Reply #21 on: »
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:)
some projects in progress

Re: Introduction
« Reply #22 on: »
Digging this up again...

I tried once more to implement a different exp gain mechanic
Spoiler (hover to show)

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?
some projects in progress

Re: Roles, Destinies
« Reply #23 on: »
Hi @lolesch . I will have time to look closer at this by the weekend (but I hope someone is able to help you before then :D ).

But this classless concept is something I'd love to see progress more, so I will help as much as I can.

For now what I've done is made you moderator of this forum along with gytfunke ;)


Re: Roles, Destinies
« Reply #24 on: »
OK, something more easy to answer i hope:

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?
« Last Edit: September 06, 2016, 07:29:03 pm by lolesch »
some projects in progress

Re: Roles, Destinies
« Reply #25 on: »
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:
Code: [Select]
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?
« Last Edit: October 01, 2016, 03:58:29 am by lolesch »
some projects in progress

Re: Roles, Destinies
« Reply #26 on: »
Hey Lolesch how about using STATs and STATWATCHERS in your skills? That might give u better control over what gets triggered...

Edit:
Btw, would you like your own forum for your roles/destinies concept?

I can make it a sub-forum under "Classless Character" (like a development fork) or make it standalone, whichever u prefer :)
« Last Edit: November 27, 2016, 03:31:01 pm by Phanjam »


Re: Roles, Destinies
« Reply #27 on: »
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
some projects in progress

Re: Roles, Destinies
« Reply #28 on: »
Hey @lolesch your new sub-forum is ready!


 

Recent Topics+-