- Joined
- Apr 9, 2004
- Messages
- 502
I'm working on an item system for my aos in progress and i need some help with making the system.
Here's basically what i'm trying to create:
It's a system that allows you to equip multiple types of items, but only a limited amount of each type.
Most items that are combat related (armor and melee weapons as well as ranged weapons) will have a custom value which will be known as durability. This will let you know the number of attacks your weapon has before it loses it's effect, and has to be repaired. (this can be done by checking charges).
Bow heroes use arrows whcih they run out of (they have low attacks but arrows give higher bonuses at lower cost to replace but run out quicker)
Now eahc time you deal or take damage, it removes 1 weapon\armor point, and when you have 0 armor points, your weapon will lose it's bonuses.
Now that's pretty much all i need help on. I'm just wondering how i should approach this so that i don't get problems with the charges or with multiinstance ability and what i could do to lower space used for all the items?
Just to add, i'd make each slot special for a one type of item (would automatically move the correct item to such a slot).
Any ideas on how i could accomplish this as effectively as possible with the use of roughly 15 base items (weapons/armor/arrows) and then 30 other perma items and 10 or so perishables.
Here's basically what i'm trying to create:
It's a system that allows you to equip multiple types of items, but only a limited amount of each type.
Most items that are combat related (armor and melee weapons as well as ranged weapons) will have a custom value which will be known as durability. This will let you know the number of attacks your weapon has before it loses it's effect, and has to be repaired. (this can be done by checking charges).
Bow heroes use arrows whcih they run out of (they have low attacks but arrows give higher bonuses at lower cost to replace but run out quicker)
Now eahc time you deal or take damage, it removes 1 weapon\armor point, and when you have 0 armor points, your weapon will lose it's bonuses.
Now that's pretty much all i need help on. I'm just wondering how i should approach this so that i don't get problems with the charges or with multiinstance ability and what i could do to lower space used for all the items?
Just to add, i'd make each slot special for a one type of item (would automatically move the correct item to such a slot).
Any ideas on how i could accomplish this as effectively as possible with the use of roughly 15 base items (weapons/armor/arrows) and then 30 other perma items and 10 or so perishables.