03-21-2012, 03:37 AM
(03-21-2012, 01:52 AM)Argol228 Wrote: I like the sound of how you do cursed gear, and that is kind of how I want it to work. Originally I was just going to use variables switches. the player would find "Unidentified sword" and upon equip or by taking it to a mage and identifying it would randomly choose a curse or enchant from a list.I started working on an 'Item Identification' script so you can find items or gear that are 'unidentified' and you can take 'em to a mage for identification. You 'can' equip and use them and they remain unknown until you have them identified... but would suck if they are cursed. You won't see any stats when you want to equip them (showing only ?'s in place of stats) until you finally equip it. Oh.... and yeah. Items (like potions) can be unidentified making it fun and risky to drink those unknown POISONS!!! MWAHAHAHA!!! So far, it works with my MultiSlots, but I haven't tested it fully. I'll work on Guillaume compatability later. Oh, and its up to the game designer if he/she wants unidentified items to be usable or not.
(03-21-2012, 01:52 AM)Argol228 Wrote: For the combat I was thinking more along the lines of how games like World of warcraft and Neverwinter nights work. clicking on an enemy will make you run up to it and start attacking automatically unless you are using ranged in which case as long as it is within range your character will aim and shoot. Magic would be done the same way.You sound like my sister. Been trying that for weeks.....