Weapon and Armor Leveling with Specific Stats

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Started by Maliki79 9 posts View original ↗
  1. Hello all.

    I was hoping to get some assistance of an idea I am working on.

    I'm looking to allow weapons and armors to level up based on item usage.

    Meaning, If you use 10 items on the weapon, it would gain a level and a specific stat on the weapon would increase by a definable amount.

    I'm hoping to have a scene like this made as it would be similar to a crafting scene.

    (I currently use Mr Bubble's TO Crafting script and would love it if the two had a similar look, if not be fully integrated, which I doubt...)

    So to attempt to clarify further, here's what I would like to be possible:

    -Player opens up scene.

    -picks weapon or armor(Can currently equipped ones be included in the list?)

    -List of items used to boost weapon/armor comes up (note tagged? User defined list?)

    -Player picks "Flame Gem x 3"

    -3 Flame Gem items are removed and the weapon\armor gains (1% + 1) atk permanently.

    -Weapon then levels up (No stat increase on the leveling itself.  This is done so that a n item will have a limit on how  many times the stats can be increased. "Iron Sword + 5" looks better than "Iron Sword 5/10" )

    (This is kinda the way weapon building in Dark Souls occurs, but I need to be able to boost specific stats by using specific items.)

    I am currently using an instance item script as well as an item level script, but will switch to other ones if I need to.

    I hope this makes sense and that someone could lend their talents towards this.

    Thanks to anyone who can help.
  2. Sorry, not a clue. But this sounds like something I could use too so I'm "following" the thread to see what people recommend!
  3. I wanted to make some similiar thing, too but gived up because I didnt wanted to change the Weapon System to support instance weapons.

    Now I have seen that Hime made a Framework for this: http://www.rpgmakervxace.net/topic/21036-instance-items/

    So I decided to make this as an Addon for Himes script.

    The system which I wanted to make, looks like this:

    The Developer notetags normal items like this:

    <bonus: atk, 5>

    that means, if you use that item on a weapon it get 5 ATK points more.

    Then you can notetag weapons this way:

    <upgrade_weapon>

    <max_upgrades: 5>

    that would register the notetaged weapon as a weapon which will be able to be upgraded, and the max upgrades that can be applied to this weapon would be 5.

    What I mentioned above is finished and works already with scriptcalls.

    I want to make an Upgrade Scene for this now.

    Is it something like you have imagined or should I change how it works?
  4. Kind of.

    I was hoping to need groups of items for some of the upgrades.

    But if it has to be one item, I'll just integrate that into my crafting.

    Also, does your system place any labels or suffixes of the weapon/armor?

    I think +n would do. 

    If not, it will be REALLY hard to tell which weapon has been upgraded and how much.

    Sounds like a winner!

    Please let me know when the script is done.

    This whole process has me so excited!

    Thank you for your help!

    Also, I'm already using TH's script.

    I was trying in vain to dissect Fomar's Level script all night...

    Not fun!
  5. The problem with that script is that the affixes are static.

    Each one means something very specific.

    I'd need a simple +1, +2 system just to show how advanced the weapon is.

    I'd have a TON of suffixes to do for my plans.

    I plan to have at least three boosts per stat possible.  How would I name a +5 to atk? +10? +20?

    Then def and so on.

    And then how would I name 1 +5atk, 2 +20 MMP, and 2 +10 agi?

    In this case the simple level number or boost count will do for me.

    Thank you for the assist.
  6. At the moment if you use an Item on a Weapon the name changes to "Weaponname +numberofitemsused"

    So for example you use one item which give more atk to the "Broadsword" the new name would be "Broadsword +1"

    So you want multiple items for one stat up? I havent implemented the feature yet because I use a crafting system for the bonus items.

    That means the player will have to search for materials craft the bonus item and after that he applies the bonus item to the weapon, which increase in rank then and gets its boost.

    I also wanted to built another Scene that show the applied boosts.

    I will start with the scenes tommorow and hope to finish it this weekend.
  7. That's no problem.

    Like I said, I'm using a crafting system too.

    One item per bonus will work fine.

    And the naming scheme is exactly what I was hoping for!

    Everything sounds fantastic.

    I'll be looking forward to the finished product!

    Thanks again.
  8. To those following, I figured out a somewhat clumsy way of handling this using the scripts mentioned above with some minor scripting work and eventing of my own.

    Doesn't look very good and kills a bit of what I what planning to do, but I got it working.

    This thread can be closed now.

    :-(