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Posted 2005-04-11, 01:05 PM in reply to Lenny's post starting "A couple of nice ones could be: -..."
Sorry for the double post...please don't hurt me...

----------

I've written the bulk of my little abilities document...and small descriptions of Raphael's abilities...the rest I will do during the week...they take so long!!!

Anywho...here is the document so far...

Mr. Bob, please will you tell me if I get any of the descriptions for abilities wrong etc...???

Also, I think that we need some new names for quite a few...especially the upgrades...instead of having II or III after the attack...

Last edited by Lenny; 2005-04-11 at 01:14 PM.
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Posted 2005-04-11, 01:16 PM in reply to Lenny's post starting "Sorry for the double post...please..."
I can give input and suggestions if needed. Just don't expect me to be very useful over the next couple of weeks...

I've got a midterm this week. I've got a midterm next week. I've got a program due next week. Also, I'm buying a house, and it's turning out to be a lot more involving than I initially expected. Additionally, I've got some personal problems that I'm having to work through right now. *whew*
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Posted 2005-04-11, 02:24 PM in reply to Lenny's post starting "Sorry for the double post...please..."
Lenny said:
I've written the bulk of my little abilities document...and small descriptions of Raphael's abilities...the rest I will do during the week...they take so long!!!
..
Imma go play starcraft for a bit and then imma reply later
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Posted 2005-04-12, 09:31 AM in reply to Aurvian's post starting "Imma go play starcraft for a bit and..."
Okily Dokily...to Mr. Bob.

Okily Dokily...to Aurvian.


Gives me time to complete the document then...also I think I may make a document for the weapons each character will have...

Talking about weapons...maybe in each town that the party visits there is a shop that can upgrade/customise the weapons...as well as let people buy new weapons...

For example...let's say Azrael has a sword.
After battles, the party will recieve some items...say they gotta Water stone, a sleep stone...and a +25 strength stone...

Azrael's sword can be taken into the shop, and the items can be given to the shopkeeper who will then upgrade the sword making it a sword that:

- Is now a water elemental sword
- May inflict sleep
- Has a strength of +25 more than it was.

What do people think??
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Posted 2005-04-12, 12:06 PM in reply to Lenny's post starting "Okily Dokily...to Mr. Bob. Okily..."
Lenny said:
Okily Dokily...to Mr. Bob.

Okily Dokily...to Aurvian.


Gives me time to complete the document then...also I think I may make a document for the weapons each character will have...

Talking about weapons...maybe in each town that the party visits there is a shop that can upgrade/customise the weapons...as well as let people buy new weapons...

For example...let's say Azrael has a sword.
After battles, the party will recieve some items...say they gotta Water stone, a sleep stone...and a +25 strength stone...

Azrael's sword can be taken into the shop, and the items can be given to the shopkeeper who will then upgrade the sword making it a sword that:

- Is now a water elemental sword
- May inflict sleep
- Has a strength of +25 more than it was.

What do people think??
You will need lots of swords.. for a weapon and 20 stone types, with a max of 3 stones at a time:

From my calculations it is 7,980 different combinations (21*20*19), and that's assuming that you can't have the same stone more than once, and there's not more than one blank space. That's one "base" weapon. Good luck
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Posted 2005-04-12, 12:24 PM in reply to BlueCube's post starting "You will need lots of swords.. for a..."
Well, how about a weapon having a maximum of one stone, and stones can be combined to make more powerful stones.

For example:
3 fires make a "fire 2"
3 "fire 2"s (9 fires) make a "fire 3"
3 "fire 3"s (27 fires) and 3 "water 3"s (27 waters) make a flare
3 "earth 3"s (27 earths) and 3 "lightning 3"s (27 ligntnings) make a meteo
3 meteos (81 earths and 81 lightnings) and 3 flares (81 waters and 81 fires) make an Ultima.

Thus, you would have 15 different stone types, but only 15 variations of each weapon because you only get one stone per weapon. Also, it wouldn't be easy to make all your weapons Ultimas simply because of the sheer amount of time it would take. You could make the items drop rarely, but higher level creatures and bosses drop the higher level ones.
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Posted 2005-04-12, 05:03 PM in reply to Medieval Bob's post starting "Well, how about a weapon having a..."
Fire 1/2/3, Water 1/2/3, Bolt 1/2/3, Earth 1/2/3, Meteo, Flare, Ultima (15 stones, plus the blank for 16 types). Not too bad, but remember that it's a 16x multiplier to however many "base" weapons you have in the game. Assuming 25 weapons, that's 400 with that system. Of course, it depends ENTIRELY on whether or not you want to put that kind of effort into it.


Also, I'm wondering what the difference between the Fire and Fire3 swords would be? Just attack power? Because they'd both simply have the Fire element on it.

"Breaking" the weapon would require some major forethought, however - Unless you like having code like this:

Code:
Bad Code

if you picked to upgrade Dude 1's weapon: 
{
if Dude 1's equipped sword = fire1 sword
   {
      unequip Dude 1's sword
      delete fire1 sword
      add sword
      add fire1 stone
   }
   
   if Dude 1's equipped sword = fire2 sword
   {
      unequip Dude 1's sword
      delete fire2 sword
      add sword
      add 3 fire1 stones
   }
   
   if Dude 1's equipped sword = fire3 sword
   {
      unequip Dude 1's sword
      delete fire3 sword
      add sword
      add 9 fire1 stones
   }
}

if you picked to upgrade dude 2's weapon:
{
   if Dude 2's equipped sword = fire1 sword
   {
      unequip Dude 2's sword
      delete fire1 sword
      add sword
      add fire1 stone
   }
   
   if Dude 2's equipped sword = fire2 sword
   {
      unequip Dude 2's sword
      delete fire2 sword
      add sword
      add 3 fire1 stones
   }
   
   if Dude 2's equipped sword = fire3 sword
   {
      unequip Dude 2's sword
      delete fire3 sword
      add sword
      add 9 fire1 stones
   }
}
Not very neat, nearly impossible to change who owns what weapon, and shared weapons would get confusing as heck.

At a glance, it would be better to do something like below. However, you'd have to plan the items in advance, so that the numbers are done correctly. The Weak Sword (and variants) might be number 21-40, the Medium Sword might be 41-60, etc.

Code:
Assumes weapon is EQUIPPED

[xxxx:WeaponEquipped] = Weapon# of member whose weapon you selected

<> Unequip Weapon from selected character


   if WeaponEquipped > 40
      {
         if WeaponEquipped = 41  // Medium Fire1 Sword
         {
              Add 1 Fire1 crystal to inventory 
         }
         if WeaponEquipped = 42  // Medium Fire2 Sword
         {
              Add 3 Fire1 crystals to inventory 
         }
         if WeaponEquipped = 43  // Medium Fire3 Sword
         {
              Add 9 Fire1 crystals to inventory 
         }
         // Since we're in the Medium Sword Area, we know what to get back 
         // (and WeaponNumber tells us which weapon to remove)

         Remove 1 item (WeaponNumber)
         Add 1 Medium Sword
         Goto Label 1 (which would be at the end, obviously)
   }


   if WeaponEquipped > 20
      {
         if WeaponEquipped = 21  // Weak Fire1 Sword
         {
              Add 1 Fire1 crystal to inventory 
         }
         if WeaponEquipped = 22  // Weak Fire2 Sword
         {
              Add 3 Fire1 crystals to inventory 
         }
         if WeaponEquipped = 23  // Weak Fire3 Sword
         {
              Add 9 Fire1 crystals to inventory 
         }
         // Since we're in the Weak Sword Area, we know what to get back 
         // (and WeaponNumber tells us which weapon to remove)

         Remove 1 item (WeaponNumber)
         Add 1 Weak Sword
         Goto Label 1 (which would be at the end, obviously)
   }

}
Interestingly, weapon upgrades would be best done in the following manner - get the current weapon number, and see what you have. If you have a "base" number ( (WeaponUpgrade - 1) % 10 = 0 ), which simply means that it "ends in 0", it's a base weapon - no need to see if it's equal to 20, equal to 40, equal to 60, equal to 80, etc. Then, you would see what "kind" of upgrade you'd want. If you want a Fire3 upgrade? Simply take the base number and add 3, and add that sword to the inventory (taking away the Fire3 crystal in the process, of course). Not as much coding as 30 if statements... and if you want to change a weapon's owner? The routine DOESN'T CARE who owns what weapon - just see if Dude 1's weapon is a base weapon, add 3, and you're done.

Bah, I have a bad habit of coding something in my head whenever I see a suggestion, but you're used to it by now anyway...
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Posted 2005-04-13, 08:07 AM in reply to BlueCube's post starting "Fire 1/2/3, Water 1/2/3, Bolt 1/2/3,..."
if we're gonna use customized weapons the effects should effect the heros attributes agility, power, mind, cant think of anymore so, etc.
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Posted 2005-04-13, 09:05 AM in reply to BlueCube's post starting "Fire 1/2/3, Water 1/2/3, Bolt 1/2/3,..."
I wouldn't suggest the ability to remove the stones from weapons at all. I think if the player wants to save up his stones, he should be forced to save them and the weapon as is until he gets what he's going for.
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