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Weapons
Nov 29, 2003 15:36:17 GMT -5
Post by Pallando on Nov 29, 2003 15:36:17 GMT -5
Hmm. We can have it either way. Aerianell has it that you can only use your weapons, but Evergreen has it you can use ANY weapon. Either way is doable.
A script to make sure (or be fairly sure) that the item dropped is useable to you? Well..it's semi-possible. But you'd be better off fighting a monster with the weapons you need.
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Weapons
Nov 29, 2003 1:19:56 GMT -5
Post by Pallando on Nov 29, 2003 1:19:56 GMT -5
Ok, we have:
Staff Sword Bow Axe
After re-reading Arathorn's posts, I would add to this:
Spear Dagger
After looking at items.txt for longer then should be legal, I came up with the idea of throwing out class 6, the 'plural' class. It uses 'some' instead of 'a' (you found some pebbles, instead of you found a sword).
After playing RoT, I thought of a 'special' class that would be for Valar characters, special items, and the like.
Now, to differentiate between the classes, we need to come up with the general feel of the weapons.
Staff - dosn't attack physically, casts spell - high cost - rare Sword - medium short range, medium damage - low cost - very common Bow - long range, medium low damage - medium cost - common Axe - short range, medium high damage - medium high cost - not common
Spear - medium long range, medium damage - medium cost - common Dagger - very short range, high damage - medium high cost - rare
Edit: After thinking for a moment, I realized that range means little because of dexterity. However, I do want some variation. So, I appened this to the description:
high cost - rare low cost - very common medium cost - common medium high cost - not common medium cost - common medium high cost - rare
Common/rare/not/very is how often you find it after a battle. You will generally find a sword off of a sword-welding orc, but you might find a bow that the orc picked off a earlier kill, and so on.
Edit2: After editing the HANDS section, I realized having a missing space and then another weapon and then special wouldn't look nice. Therefore, I'll take out spears which is really just swords with a different look. I'll leave the entry here in in case I decide to take out daggers later or something.
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Weapons
Oct 20, 2003 17:58:33 GMT -5
Post by Pallando on Oct 20, 2003 17:58:33 GMT -5
Swords and armor can be aligned to a specific element, one of the 8 on the spell wheel. If a weapon is alinged to say, element 0, it will increase damage vs element 4 and decrease vs element 0. If armor is aligned to element 0, element 0 attacks will be decreased, and element 4 attacks will be increased (I think).
No way to slow attack, as mentioned above.
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Weapons
Oct 19, 2003 23:36:18 GMT -5
Post by Pallando on Oct 19, 2003 23:36:18 GMT -5
Weapons are static. They can not be dynamically scripted. That means I must manually script EVERY possiblity for enhancement, then give that weapon tot he player in the game. There's no way to change the attack power/ect of a weapon through scripts. It's totally static.
Aerianell uses a neat trick to disallow mages from having shields. When coding the weapons, Loric has it so that shields need a specific token (on/off variable) to use. He then give this to the classes allowed to use shields. Simple.
The same trick can be used for enchanced weapons/armor. When I code the weapons/armor, I simply make it so that you must have a certian token or tokens to wear that armor/weild weapon depending on the attributes. I then can give each class the tokens they require.
Enchancements: Well, let me dig out items.txt and we'll see.
I can change the alingment of the item, the a/d points, I can change the sound effect, I can change how you attack with it (one long jump, ect), as well as the weather that happens, so give a ice sword a nice slow effect. That's really it, for use in battle. I can change essencially anything about the weapon, but that's all that's useful in battle.
Alright. I'll make classes in Elvondel, and have Turgon move this and the storyline there.
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Weapons
Oct 19, 2003 17:31:54 GMT -5
Post by Pallando on Oct 19, 2003 17:31:54 GMT -5
For the two handed attacks: The only way to do this is rather ugly, but possible.
Attack speed and arrows per quiver: Neither of these are doable in the tradition sence, and attack speed is not, I believe. Scripts can not be executed during a fight, and last I checked, there is no marker to tell how many times a player hits with what weapon. Therefor, it could be that the arrows last a limited number of fights, before the bow is taken away, but that's the best I can do.
Throwing weapons would end up just being normal weapons with a attack frame like a bow, and we run into the same problem as with arrows.
Weapons stronger against an element are quite possible, though they will be weaker against another.
The semi-problem with augumenting a weapon, is that there are only 1028 items (armor, weapons, everything) that a character can have multiple copies of. However, there are almost 4000 item slots that can be unique to each character (so a character can have 1, but many characters may have them). This make sence in a way, as the weapon that is enchanted/whatnot should be fairly unique.
If I missed anything, tell me..
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Weapons
Oct 4, 2003 18:04:31 GMT -5
Post by Pallando on Oct 4, 2003 18:04:31 GMT -5
Becasue I've found this works better as a seperate thread...
What weapons should there be? I can have a total of 8 classes of weapons, the 4 I have are:
Staff, Sword, Bow, Axe. I do no have to fill up every slot, but it would be nice to have 8 classes..
Also, what should the equipment names be? There's currently the weapon, sheild, armor, boots, and helm..I can't think of any better names for a ME world, but...
As well as that, what level interval should the equipment be? Different for each type? 2? 3? 4? 5? 10?
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Post by Pallando on Nov 29, 2003 15:27:57 GMT -5
I would say that certian Haradrim towns could be changed. Perhaps if you help them with defending their town from some big, mean monster, they'll be friendly, and heal you, ect, ect. If you don't then they won't like you too much, but they probally won't hate you..unless of course you, say, do something vs a town near them, and they get word of it...
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Post by Pallando on Nov 29, 2003 1:53:09 GMT -5
I really have little idea on what to do for this. I'll repost what I have so far as prelim ideas, along with the additions/edits I've made.
Man: <King of Gondor> has heard of a very old settlement of Numeorians, and has sent you (you big, valiant hero you) to see if it still exists. The only problem...you'll have to fight your way through the deserts of Harad, whch, sence Sauron was vanquished, has lost what little order it had, and creatures of varaying likeness to Orcs that Sauron was 'making' have fled from Barad-Dur and made the Desert their home.
This dosn't sound too realistic. Any other ideas?
Elves: You are an Elf from a settlement that broke off of Cuivien(sp) farther east. The original settlement of about 100 Elves has grown to over 5,000, even under Orc attack. After Melkor was defeated, raids became fewer and fewer between, as the settlement becasme more protected then surrounding places. Recently, though, Men have begun to attack outling farms. It is your duty (you brave, valiant hero, you) to trek west, to find the truth about the claims made by Elwë, Ingwë, and Finwë so long ago. And, perhaps, to get help.
I figure this will be the hardest group of classes to level, and will take the longest to finish the quest. Towns will be few and far between. You will have to subsit on weapons you get from Men after you kill them, unless you come to a friendly town of any race.
Dwarves: Um. You're from the East, going to see about the legendary Khazad-Dum? (I think we estanlished the brave, valliant warrior) Scratch that. You are from Khazad-Dum, and are going to the East, to where you were born, to spread the word about the rebuilt Khazad-Dum, but what will you find when you get home?
Hobbits(?): I think this race should be scrapped.
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Post by Pallando on Nov 30, 2003 3:24:17 GMT -5
Spells would be able to do no direct damage, as they could not be execuded in a fight. Same thing goes for protection.
As I said, there would be almost no limit to what spells could do. You could have a spell that converts HP to gold.
They would be activated by going into a scene, and then right clicking a NPC (it would look like a button or a scroll, probally) and then choosing from a list that appears.
You'd want one char vs another becasue of the spells offered. Elves would be able to rest and heal their chars very quickly, Men would be able to..I dunno. Dwarves could make new weapons given the right supplies. Hobbits, in shops, could try to 'borrow' goods.
Of course, there would be more then 1 spell. We could have 1,000,000. But I doubt we could come up witht hat meany, and I'd get brainmelt. :-)
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Post by Pallando on Nov 29, 2003 19:39:01 GMT -5
Yes, it's freeform vs hard coded. Spells that use the spell dialouge and are part of the element wheel can only do a very few things. It is also impossible to make them cost anything other then MP, and they can only have one effect per spell.
Scripting abilities would allow me to literally do anything that the WoS engine is capable of, besides use them in battle.
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Post by Pallando on Nov 29, 2003 16:21:10 GMT -5
If we make abilities scripted, as in not using the Spell screen, and forgetting the Element wheel, then You could be required to have any number of things.
You could use money to..I dunno. You could use HP to pay for the spell. Perhaps when you call those eagles down, you have to give them an item or 5 (food, whatever)
It would be much, much more freeform then the spell wheel and regular spells.
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Post by Pallando on Nov 29, 2003 15:24:25 GMT -5
Well, the other way would be to have me script their effects. While they couldn't be used in battle directly this way, we could do really super cool things with them.
Like..one 'spell' could be that we call on Eagles for help, and then they appear in battle with you, and then when you die, they fly you back to your nest and heal you.
That's really simple, but think of 'spells' as 'abilities', ones that don't directly effect battle. Then you'll start to know what I mean.
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Post by Pallando on Nov 29, 2003 1:43:09 GMT -5
One thing that has been bugging me is how to treat spells. Spells as such were not used, except by Valar/Maiar. Enchantments and such were used by Elves and Men, and perhaps Dwarves, but those do not fit in with the way WoS does spells - they'd be scripted abilities.
I was thinking of ignoring spells completly, and perhaps elements as well, having every monster as a chaos element, instead of the 8 elements on the spell wheel.
Thoughts?
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Post by Pallando on Nov 29, 2003 1:01:11 GMT -5
Name: Elvondel (To be changed) Version: N/A Progress: - CREDITS: 85%
- ELEMENTS: 99%
- EQUIP: 99%
- GROUPS: 0%
- HANDS: 99%
- ITEMS: 1%
- LEVELS: 1%
- MAPS: 1%
- MONSTERS: 0%
- SCENES: 1%
- SPELLS: 0%
- STORY: 10%
- TERRAINS: 75%
- THEMES: 0%
- TOKENS: 0%
Buglist:
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Post by Pallando on Nov 30, 2003 16:35:45 GMT -5
I think that the Hobbit race should be scrapped, at least for now.
Also, I figure there should be 3 paths for each race - 9 end classes total.
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