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  #1  
Old 04-03-2013, 07:47 PM
Tryingtoplay
Fire Beetle
 
Join Date: Feb 2006
Posts: 17
Default Difficulties

I'm must curious if it is possible to have difficulties.

Normal 1-50
Hard 1-60
Elite 1-70

I guess what I am asking is: Once a person completes the content on Normal, have them return to level 1 (by choice) and this time have them able to level to 60 and again by choice return to level 1 and complete the next difficulty to level 70.

I guess the best way to simplify this is Diablo-like, only with level increases on difficulties.
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  #2  
Old 04-03-2013, 08:00 PM
Klor_Warbringer
Fire Beetle
 
Join Date: Apr 2013
Posts: 16
Default

You could do this by setting a cap using qglobals then once they get a certain level they can talk to an NPC and get set back to level one and have new qglobal set to where when they talk to any instances manager or anything they go to a different version of the instance than the guy on Normal or Hard, it is possible, but the issue is, how would you form content around it?
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  #3  
Old 04-03-2013, 08:09 PM
Tryingtoplay
Fire Beetle
 
Join Date: Feb 2006
Posts: 17
Default

Just curious if it was possible.
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  #4  
Old 04-04-2013, 02:35 AM
KLS
Administrator
 
Join Date: Sep 2006
Posts: 1,348
Default

Definitely possible but you'd really have to get your hands dirty with the technical side of stuff.
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  #5  
Old 04-04-2013, 08:25 AM
Tryingtoplay
Fire Beetle
 
Join Date: Feb 2006
Posts: 17
Default

Thanks KLS and Klor
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  #6  
Old 04-06-2013, 08:11 PM
Tryingtoplay
Fire Beetle
 
Join Date: Feb 2006
Posts: 17
Default

Figured out how to do the difficulties. Next question, How can I award a buff for someone completing a set of gear?

EDIT: Allow me to rephrase, when they wear the complete set of gear, I want them to have the buff, if they take a piece off, the buff goes away.
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  #7  
Old 04-07-2013, 03:08 AM
Klor_Warbringer
Fire Beetle
 
Join Date: Apr 2013
Posts: 16
Default

Pretty sure that's called a worn effect, the whole wanting them to get a buff from putting it on would be meaningless script where as you could just put a worn effect on the item.
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  #8  
Old 04-07-2013, 07:29 AM
Tryingtoplay
Fire Beetle
 
Join Date: Feb 2006
Posts: 17
Default

Quote:
Originally Posted by Klor_Warbringer View Post
Pretty sure that's called a worn effect, the whole wanting them to get a buff from putting it on would be meaningless script where as you could just put a worn effect on the item.
Nope.. At least I think. To be a bit more clear. I want them to have all visible pieces currently equipped in order to receive the buff. Worn effect is done on each individual piece, unless I'm mistaken.
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  #9  
Old 04-07-2013, 02:29 PM
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c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
Default

you could always add a custom event in the source that is fired off when a player changes equipment. then you could check their current equipment in that event.

that, or you could consider using a timer in the global player script and have it check periodically.
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  #10  
Old 04-09-2013, 12:32 AM
Mariomario
Hill Giant
 
Join Date: Jul 2004
Posts: 143
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I was actually curious on something like this myself, but for a different purpose from armor set bonuses. As far as adding the custom event that wouldn't be too hard, but where at in the source does it evaluate when a character switches equipment? Client.cpp?
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