Ambrosia Garden Archive
    • Some Questions


      1. Is there any atribute that increases a players attack power with a ranged weapon?

      2. What do all the Stats do? Like dexterity.

      3. I am also trying to alter the level up system that instead of gaining overall exp, they would get exp on a weapon type and have level ups on that weapon type increasing their ability to use that type of weapon.

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      Thanks,
      GrahamVH
      graham@vhpublications.com
      Coldstone Developer

    • ::cracks the ceil on the vault, gestures that you should follow him down the spiral staircase, tosses you a torch::
      with each level up.

      Dexterity determines your accuracy with a weapon.
      Dexterity+Perception determines your accuracy with a range weapon.

      2. A. as for increased strength with range weapons, it cannot be done...practically, anything short of equiping items with spells
      infinite charges and pre set damages ie bonus1-bonus20.csp.

      (sigh if only more fields accepted &&tags....;)
      ::eyes go blank::
      ----------------
      RANDOM: all though some variables cannot be set equal to tag values directly from the 'editors they can be set to tag values using the attribute wizard.

      Let's say you wanted to use the Karma variable(since its the only extraneous variable that displays in the interfaces)
      as your oh say...weapon proficency number or wpn for short
      create a global and add to it whenever you determine the player should gain wpn points
      (remember this number can get pretty out of hand depending on what you base it on it might be a good idea to divide it by another variable like level etc.)
      one such method is to add actions to the hit event link such as a 'Random Action' action that based on a percentage(5%) or another tag value(wink wink) calls a linked 'attribute wizard' action to increment Karma/wpn.
      now you need to atribute a portion of this number into the characters';strength,perception,dexterity.
      "but you can't do this directly from the item editor!!!"
      No worries, that's partially incorrect...under the links tab;
      modify the equip link
      (((either create the following as a separate event and call it or localize it)))
      place an attribute wizard action
      set it to add 'Karma' to strength, perception or dexterity based on the weapon type
      ta da, however you need to reverse the effect as well so...in the unequip link
      place an attribute wizard action
      this time set it to subtract the value of Karma from whatever you added it to.

      note: when it comes to two handed weapons, you'll want to think your calculations through when awarding points.
      you'll have to A. add the bonus twice,so that you can subtract it twice. B. divide the number/Karma/wpn by 2 or some other math...its all relative to your situation.
      END RANDOM

      (url="http://"http://ellrx.250free.com/wpn.pdf")also available in intellectual property protecting pdf--->wpn.pdf(/url)
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      B. however an alternative, you can momentarily tamper with the luck variable(which determines critical hits)...lets say a player equips their specialty range-weapon type. simply up their luck modifier (possibly to 100) and it will appear that they are being rewarded fro their proficiency with a certain type of weapon.

      3. see the random section / (url="http://"http://ellrx.250free.com/wpn.pdf")~PDF~(/url)

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      ...Witness BlitzKrieg Americanus.

    • Quote

      Originally posted by GrahamVH:
      **1. Is there any atribute that increases a players attack power with a ranged weapon?

      2. What do all the Stats do? Like dexterity. **

      Btw, for a detailed definition of each stat, be sure to look in the Coldstone User Manual found in the Docs directory of your Coldstone folder.

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    • Thanks ellrx and Stark, You have both been very helpful.

      ------------------
      Thanks,
      GrahamVH
      graham@vhpublications.com
      Coldstone Developer

    • ( double post, kill this one...kill it dead )

      (This message has been edited by ellrx (edited 04-10-2003).)

    • completely unrelated random sentence: in-game ;thank yous,cameos or credits are cool.

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      ... That staples it.

    • This is the method I'm using for weapon skills. It works very well at the sacrifice of one item slot. At the very least it may give people ideas for their own methods.

      I took one item (we're using Boots) and made it the weapon skill. We have 9 levels of skill for every weapon that enhance various attributes when that type of weapon is equipped. I made 9 boots items of increasing bonuses to things like damage, critical, and dexterity, and named them Sword Skill Level 1, Sword Skill Level 2, etc. Whenever the player equips a weapon, an Equip link checks to see what level the character is with that weapon type and adds and equips the appropriate Boots item/weapon skill. An unequip link unequips and removes the Boots item/weapon skill when the weapon is unequipped. I added an unequip condition to keep the player from messing with the Boots item/weapon skill in the equipment screen, but left its slot visible so we could put a "skill level x" graphic next to the euipped weapon.

      I don't know how well I explained this but it really works very cleanly. The only downside is you're down one item. Anyway, maybe that'll give you some ideas.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • Quote

      Originally posted by myshkyn:
      **This is the method I'm using for weapon skills. It works very well at the sacrifice of one item slot. At the very least it may give people ideas for their own methods.

      I took one item (we're using Boots) and made it the weapon skill. We have 9 levels of skill for every weapon that enhance various attributes when that type of weapon is equipped. I made 9 boots items of increasing bonuses to things like damage, critical, and dexterity, and named them Sword Skill Level 1, Sword Skill Level 2, etc. Whenever the player equips a weapon, an Equip link checks to see what level the character is with that weapon type and adds and equips the appropriate Boots item/weapon skill. An unequip link unequips and removes the Boots item/weapon skill when the weapon is unequipped. I added an unequip condition to keep the player from messing with the Boots item/weapon skill in the equipment screen, but left its slot visible so we could put a "skill level x" graphic next to the euipped weapon.

      I don't know how well I explained this but it really works very cleanly. The only downside is you're down one item. Anyway, maybe that'll give you some ideas.

      myshkyn

      **

      Thanks that gives me an idea. I have been trying to find a way to make the bow increase in damage with the advancing in bow skill but instead of having the bow 2 handed, have it 1 handed and could use the shield to provide bonus damage. My thanks.

      ------------------
      Thanks,
      GrahamVH
      graham@vhpublications.com
      Coldstone Developer