uleat, i know actual evolving items aren't implemented :P i was just giving options.... because... who doesn't like options :D
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I agree about the mana issue. I wasn't thinking about that when I said I would use a warrior as my base class. Thanks for the help. |
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From the examples I saw on the buckets page, it looked like "sub EVENT_DEATH_COMPLETE" would be the perfect place to add in code for tracking mob type kill counters. Again, super new, so I'm assuming this EVENT_DEATH_COMPLETE is in a text (possibly LUA) file somewhere on the server that I can modify. If so, I'd likely set it up to give a /say after each kill to tell the user how many of that monster type they have killed, and as they hit a set threshold for that monster type, award them an item (example. weapon aug). It would have been nice if their running totals could have been shown in the achievements system, but I can get around that with an NPC that they can talk to in order to see their running totals. Actually... now that I think about it, I could create an AA for the various threshold levels I want to award the user, and assign them the AA as they meet that kill total. I wonder if it's possible to have an AA that passively gives +DMG on auto attacks for monster type. If so, a way to implement an earned bane damage system would be to award AAs that give that +DMG to monster type which would simulate adding bane damage for killing x number of monster type. So many ideas... Thanks for the help! |
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Mainly I'm looking to have a very small number of weapons in the game. There will only ever be one playable class in the game, and the way it is played is based off of what choices the user makes along the way. The weapons will basically be the epic 1.0/2.0 weapons. A user may choose to use the SK epic in their primary for life tap procs (highly modified from what it is currently), and Cleric epic in secondary for heal procs. They might swap in the Ranger epic for slow procs or Necro epic for DOT procs using the bandolier. The more they kill particular types of mobs, the more certain weapons they have evolve. For example, killing skeletons, ghosts, and zombies helps evolve the SK weapon. At it's base level, the SK weapon would offer a small life tap proc. At higher levels of the SK weapon, it would have a large life tap proc, snare proc, and bane damage towards Skeletons, Ghosts, and Zombies. |
Just an update. I got dual wield working for Shadow Knight, so that was awesome.
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