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MCADAMS

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Everything posted by MCADAMS

  1. But how am I supposed to find this tutorial, hmm?
  2. All of these are possible via VB6 and knowledge of programming, some harder than others. If you do not have VB6 and even a minimal understanding of how to do this then you cannot do any of this, and I assume if you did have VB6 you would already know how to do 4-6 (it's in mod constants)
  3. > there is an tut already for this.. > I saw a tutorial for this a while ago, but people complained about it being buggy. Literally the first thing he said.
  4. > I mentioned it before. How many people would really honestly need this? Not many. Anyone who wanted to make a successful game utilizing the paperdoll system. I don't recall of many popular online games where you can't customize your character in some way besides picking their race/model.
  5. > stuffz > tipsy > staffzys > wif
  6. Make them a currency.
  7. > This is not a combat system. It's a list of statistics. > > Crafting a better system would require redesigning how the combat flows, not how the exact same flow affects preexisting statistics. Yeah I worded it kind've weird. Should have said how combat is calculated and basically just new stats.
  8. Why don't you do it yourself?
  9. Show off is for showing off stuff you've made…you should put this in Off-Topic.
  10. > I should rather say some sort of "vital" equation. Having spells heal/damage the same amount every time is a bit dull. Oh, so spell scaling? I posted something on that awhile ago. I can't find it though, so here's one by Rob Janes. http://www.touchofdeathforums.com/community/index.php?/topic/115148-spell-scaling/page__hl__%2Bspell+%2Bscaling
  11. Not sure what you mean by random spell damage. Like literally spells do random damage? Doesn't make sense to me.
  12. > Not really a combat system so much as a new damage equation. Looks alright, although I don't see why you have a seperate equation for vs. player and vs. NPC. Didn't mean to add the tenacity to the vs NPC formula. Tenacity is for PVP so players don't instantly rape the shit out of each other, and it also allows for PvP oriented armor. > reminds me too much of league of legends Not sure why it would. Maybe the word tenacity? All of the stats here have been used in games long before LoL.
  13. Title says it all, would like to get some opinions on it. HP: Health. If it reaches 0 you die. MP: Mana. Used to cast spells and perform abilities. HP Regen: Increases the rate at which your health regenerates. It is halved when you are in combat. MP Regen: Same as above, but with mana. Attack Power: Raw increase of basic attacks and melee spells. (Warrior, Rogue) Spell Power: Raw increase of basic attacks (wands) and ranged spells (Mage, Cleric) Armor: Provides defense from melee attacks and spells. Spell Resistance: Provides defense from magic spells. Tenacity: Percentile decrease in damage taken from players. Block: Property of shields that allows the player to block attacks (take 20% damage) Dodge: Property of all items that allows the player to completly avoid attacks. FORMULAS WD = Weapon Damage SD = Spell Damage PL = Player Level etc vs NPCs –---------- Basic Attack (Warrior, Rogue): 75-100% of (WD+AP)-(ARM+)(target) Basic Attack (Wizard, Cleric): 75-100% of (WD+SP)-MR(target) Melee Spell: {(WD+AP)+[SD+(PL x 3)]}-ARM(target) Magic/Ranged Spell: (WD+SP+SD)+(PL x 3)-MR(target) vs Players –------------- Basic Attack (Warrior, Rogue): 75-100% of (WD+AP)-(ARM+%TEN)(target) Basic Attack (Wizard, Cleric): 75-100% of (WD+SP)-(MR+%TEN)(target) Melee Spell: {(WD+AP)+[SD+(PL x 3)]}-(ARM+%TEN)(target) Magic/Ranged Spell: (WD+SP+SD)+(PL x 3)-MR+%TEN)(target)
  14. I take AP US history but alas, we're still in the 20s.
  15. > Could you explain it a bit more better? Already makes perfect sense unless you don't know what line of sight is.
  16. > Rather than replying to your own topic almost instantly, give people some time to reply. FYI, look up OnDeath code where it takes away experience on death, you could easily add a check in there to TakeInvItem and make the player lose an item, or even make it drop onto the players map in their death location. I think it's safe to say they'll have no idea what any of this means.
  17. Cool. Signed up with your link.
  18. [media]http://www.youtube.com/watch?v=vqW9lGS20ic[/media] Yeah I like to duck I got a duckin' problem.
  19. The problem with not using potions in combat is that it then it sort of defeats the purpose of what the potion was designed to be: a quick, simple mechanism for healing as opposed to sitting down, having a meal, resting, etc. Assuming you have the code available, potions should heal over time with no cooldown and should be able to be used at any time. I'll bring up a couple game examples for my reasoning. In Skyrim, potions have no cooldown and heal you immediately, and you can pause the game to drink them to boot. This reinforces your point of money = infinite life, and it is a poor game mechanic and would be especially poor in an online game where players are competing with each other. The instant heal mechanic creates more problems (mainly concerning balance) than it solves. In WoW, potions heal you instantly, but have a cooldown. For example, a minor health potion can heal you for 100 health instantly, but then cannot be used for another 120 seconds. The problem with this is that your sustain is periodic, and one big heal every so often will result in less sustain than small ones rapidly. This could be an interesting mechanic for PvP, where each player has to use their potion at the exactly right moment to insure their survival, but of course that is up to you. I think that League of Legends gets it right; having potions with no cooldowns that heal you overtime, and simply stack upon repeated use. The potion in LoL (I believe) heals you 150 hp over 10 seconds. If you drink another potion, it will simply become 300 hp over 30 seconds, and so on. This lets the player control their sustain, and suffer the consequences of not using their potions correctly. This leads to a player dying because of their own mistakes. not a game mechanic that will not let them heal themselves. Well, that's what I think anyway. If you have the means to implement potions that heal over time (with heal over time spells already in EO I can't imagine how hard it would be to do so) by all means go for it.
  20. Your pixel art is so good and it makes me angry for not being as good. ![;)](http://www.touchofdeathforums.com/community/public/style_emoticons//wink.png)
  21. Hi. Getting a little irritated at LoL lately so I'm going to be back on the Eclipse scene for awhile. Will probably start up Aegis if I can recover the files for it on my broken laptop, otherwise I'll be working on my pixel art skills.
  22. duck these look nice Kreator. Inspires me to make my own pixel art better. awesome possum stuff.
  23. Hooray! Wollay put out a new video today, directly from his blog: > I actually wanted to wait with new videos until the new homepage is out but there are so many new things to show, so here we go: > > New features: > > - Hang gliders: You will probably get these with level 10 or higher. They're quite fun to use, especially when you fall down. ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons//smile.png) You get stunned and fall down when you fly against a wall. > > - Sprinting (consumes stamina) > > - Some attacks can stun enemies. > > - New monsters and items > > - Dungeons > > - Rare zones: Just like items, zones can have different rarities. Monsters are stronger here and drop better loot. > > - Dungeons: In the video you see a castle dungeon, featuring female Orcs! ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons//tongue.png) > > - We're also adding new zones like lava lands [http://www.youtube.com/watch?v=729VkxC4Z6E&feature=g-u-u](http://www.youtube.com/watch?v=729VkxC4Z6E&feature=g-u-u)
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