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Author Topic: Weapon Crafting  (Read 2942 times)
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Sanctum
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« on: November 22, 2005, 01:06:21 PM »

Well I'm in the proccess of converting a 0.9.7 mod of weapon crafting into the newest version.  The problem is that my old site was all out of wack and the attack and defense was very high even as a farmboy.  
The mod does this:
  • Let's users craft which will make them either a new weapon or a new armor.
  • Users must use crafting turns and money based on their crafting level.
  • Higher the crafting level, higher the attack/defence of weapon/armor.
The problem I have is.. how much attack should the weapon increase everytime you grow a level?
So far the weapon's attack would be
Code:
$rand = e_rand(1,5);
$oldweaponattack = $session[user][weapondmg];
$weaponattack = $rand+=$oldweaponattack;
I just want to make it balanced..
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XChrisX
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« Reply #1 on: November 24, 2005, 12:20:36 AM »

To keep it balanced, you shouldn't give out more than three temporary attack points per dragonkill... Just think of the way you have done right now: You gice them up to 5 attack points as bonus which is equal to 5 dragonkills!
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« Reply #2 on: November 24, 2005, 01:04:27 AM »

Quote
To keep it balanced, you shouldn't give out more than three temporary attack points per dragonkill

That would kinda defeat the purpose of smithing weapons and armor I think...the weap and armor themselves would have the attack and def,  it wouldn't just add temp to your stats. And I think this mod would be more for sites that have a place to store weap and armor so players don't lose them on DK. It would take longer than 15 levels to make equiptment thats worth saving based on DK level, and no one would want to spend all that gold/gems to make something that they are just going to lose on a DK.

Quote
The problem I have is.. how much attack should the weapon increase everytime you grow a level?

I do agree though that 5 is a bit high per level of smithing...it should be no more than 1-2. and the cost should also increase as the smithing levels get higher.
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« Reply #3 on: November 24, 2005, 01:10:39 AM »

If you start of with smithing every DK AND it can have a negative outcome AND it can be only done once per DK.... Everything would be fine...

Make it gem-dependant.

Code:
$givengems = min($givengems, 15);
$modifier = $givengems/5; // 5 Gems per point, max 3 points
$bonus = e_rand((-$modifier)+1,$modifier);

That would be nice... Smiley
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