Is it possible to set a full set of armor gear set bonus to activate a unique ability?
I want to make a Armor that basicaly activates a custom version of Berserk when the full set is worn. Is this possible?
Gear Set Bonuses
Débuté par
Last Darkness
, août 08 2010 11:44
#1
Posté 08 août 2010 - 11:44
#2
Posté 09 août 2010 - 08:27
Technically yes, but it would likely be very messy.
The existing system for applying set bonuses only works with attributes.
To do what you're talking about, you would have to script it yourself. You would have a script that basically checks "How many items of this set are equipped?" and applies the ability if it's all of them.
The only place I can think of to run code like this would be in the creature's script for when they equip an item. So you would need to write a wrapper script for the core player script then checks for this item set whenever they equip an item.
You would also need to think about things like loading/saving and area transitions.
EDIT: However, there is another solution that may suit your purposes. In the item editor you can assign an item an "Activated ability." You could give this ability to the chest piece. If the player dragged the chest onto the quickbar, they would then be able to press it to activate the ability. Then you could put something in the ability script to check what items the user has equipped and only allow the ability to be used if all the right items are equipped.
The existing system for applying set bonuses only works with attributes.
To do what you're talking about, you would have to script it yourself. You would have a script that basically checks "How many items of this set are equipped?" and applies the ability if it's all of them.
The only place I can think of to run code like this would be in the creature's script for when they equip an item. So you would need to write a wrapper script for the core player script then checks for this item set whenever they equip an item.
You would also need to think about things like loading/saving and area transitions.
EDIT: However, there is another solution that may suit your purposes. In the item editor you can assign an item an "Activated ability." You could give this ability to the chest piece. If the player dragged the chest onto the quickbar, they would then be able to press it to activate the ability. Then you could put something in the ability script to check what items the user has equipped and only allow the ability to be used if all the right items are equipped.
Modifié par FergusM, 09 août 2010 - 08:36 .
#3
Posté 09 août 2010 - 11:37
this isnt quite what you asked, but i propose it since its much easier to do... if the player already has the ability berserk, then your armour set improves upon it.
to do this, youd only need to perform the check for all items in the ability's script. simple. but then... not really what you asked to do heh.
to do this, youd only need to perform the check for all items in the ability's script. simple. but then... not really what you asked to do heh.
#4
Posté 09 août 2010 - 01:54
Thanks for the replys, both answers helped with my question from differant perspectives 
I need to mess with it a bit for awile when I have time.
I need to mess with it a bit for awile when I have time.





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