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Showing most liked content since 01/18/2018 in all areas

  1. 4 points
    callmedan

    Forum changes coming!

    Hi @Ant, It's been a year since the forum updated, but... well, I made some Rhen emoticons Here's the demo and individual icons link https://drive.google.com/open?id=1oTTTal6zIkTfHxLxHhBsRfXd6lyT6IAh
  2. 4 points
    callmedan

    Ahriman's Prophecy (REBOOT)

    Because I'm too slow, so... here's another spoiler for you guys. Duyti Shrine in Candar kingdom.
  3. 3 points
    Ant

    Ant's Journal

    I've made a few changes to the ability menu. Added field: Time for incantation Added particle effect for projectile Removed variance (you can add it to formula) Removed stats (you can reference them via formula). If you want to temporarily change the stat assigned to the target, attach a condition. Added formula drop-down list. This list is attached to the new Formula Database, where you can create formulas to use with skills. Formulas are not defined yet. I want to build out more of the system before tackling them. The menu is getting quite long. I wasn't able to get all of it in this screenshot. If you can think of anything else you think should be added, let me know.
  4. 3 points
    Ant

    Ant's Journal

    @ChiaPet & @Duffer123, I've been thinking about how formulas could be implemented and have an idea that I think will work. I'll post a WIP soon.
  5. 3 points
    Some thoughts on Character customization for 3D: I think we should steer clear of making something complicated like UMA and focus more on something that let’s people easily use their own art. One of the major complaints I’ve seen with UMA and the reason I steered clear of it is that it is REALLY complicated for anyone that would want to use their own 3D art. It’s possible, and apparently amazing if you can get it working, but it’s not user friendly. I wouldn’t mind seeing something closer to what PlyGame did. In Plygame, you can create lists with Objects, materials, textures, colors, ect that can be swapped out on your character model with the click of a button. It’s based on having a “base” model that hides and shows objects. I was able to make this little creator demo using PlyGame’s system: https://akillustrate.itch.io/loc-character-creator-demo While I think PlyGame is fantastic, and would recommend it to anyone who wants to try and learn how to make games, I did run into a few things that could have been better for character creation and might be worth considering if you want to jump into 3D character creation: 1. Setting up the buttons took forever as it involved copying and pasting the code and changing a few pieces here in there every time. Especially with the color buttons. Unfortunately, I do not have a suggestion how to fix this, but it would be something to consider before starting. 2. The meshes are still there after you are done. If there was a to hide them instead or attach them to bones or game objects, such that they are all not just in the same place, it would be much nicer to the system. 3. There wasn’t any clear blendshape or slider support. I probably could have make my own with some digging, but if you can make it so people can easily set up sliders (be it with blendshapes or otherwise) that would be really cool.
 I’m not saying you should copy plygame, but I do think the 3d character creator is something worth looking at for some ideas on how to tackle your own system. You could easily have Hero objects with lists of the things that are the "change to" bits, and apply it to the buttons to send it back and forth. And for single buttons, just have the number of the changed-thing in the unity editor, thus making it easy to adjust. And for sliders, have a list of what the slider affects (ex. Sliding muscles affect the blendshapes of the body and clothes of the character.) If you want I can talk more about my own process and hurdles with making the creator I linked above. Perhaps it would give you ideas?
  6. 3 points
    Ant

    Ant's Journal

    @callmedan, Not dumb at all. I’ll also add a checkbox for this.
  7. 3 points
    Ant

    Ant's Journal

    I finished with the weapon type database and weapon database tonight. If you want to attach things like sounds and particle effects, you can do this in the actions section. If you've got any questions, post them. Note that I've added weight for objects and % of success to conditions. I haven't added a slot size modifier. Instead of doing this, I would like to have the size of the icon dictate how many slots are needed for an object. So, if you have some armor, it could take up 4 menu item slots if the icon is large. Or maybe a sword would take up two slots.
  8. 3 points
    Ant

    Ant's Journal

    Finished the Elements database tonight. You can assign elements to items. Elements are things like fire, ice, etc. Items will be able to inflict or remove an element. Elements will also be something you can assign to a player class. So, if you have a fire mage class, you'll be able to mark a box to ensure fire attacks on this player will not do as much damage, but water attacks will do more damage than normal. Next up are ailments. Ailments are things like "currently poisoned", "currently mute", etc. These are important because they can be assigned to both items and players. They are similar to Elements, but they are bit more complicated.
  9. 3 points
    Ant

    Ant's Journal

    Everyone, here is an early WIP of what Actions may look like in the Items Database. I'm going to test adding actions in-line. You'll be able to expand and collapse each item to set the fields. You'll be able to use actions to add values to fields like Health, Mana, Monetary Value, etc. Note that these are the same fields that are available to affixes. If this works out, I'll update the Affixes database to use this layout as well, since it gets rid of lots of clutter.
  10. 3 points
    A giant orb for your game (maybe?!). I'm not sure if it could be used in a game lol
  11. 3 points
    Ant

    Ant's Journal

    I've spent the week refactoring and cut back at least a hundred lines of code. Databases are now set up so that they can link to one another. I'm going to spend the next day or two working on another UFPS action. @Duffer123, Affixes will effect core value by adding on to them in a simple manor. So if we have a sword with rarity 5 and an affix called fire with rarity 26, the resulting rarity will be 31. For picking the names, I'd probably add a drop down by each affix and let the player choose "show as prefix", "show as suffix", "don't show", and then show them in the order they were entered in the database. To avoid incompatible affixes, a solution would be to first select the affix group to work with. An affix group contains affixes that can be used together. I agree that it's important that the affixes should add text to the core description. The pieces are falling into place.
  12. 3 points
    Ant

    Ant's Journal

    Glad to see you back, @AK-i. Hope the new job is a good one. I've created the Currency Type database. The first value in the list is your primary currency. Here is how you can assign currency to an affix: As some of you have mentioned, values assigned to affixes will also need to be available to items directly. I've been thinking about how to solve this problem and I think the answer is to modify HeroKit so that you can have properties under properties. I'm going to explore this issue over the weekend. @Zebbi, I also need to create another UFPS action, so that will be coming soon.
  13. 2 points
    Duffer123

    Ant's Journal

    @Ant, Targets.... So single or multiple and any limit. Target types... Self, armour, held weapon, body, enemy, ally, party only (or combination thereof). Your other stuff works but per above I think you need to define whether ability effects self and/or others and then whether party, allies, enemies, or combination etc Chain.... Like your idea too! But I was thinking more of things like Chain Lightning (which can be thought of in same way) where say you cast lightning at orc A but the lightning and electric element damage range jump to orc B and orc C and chance of so far visually too. Active/Passive.... With Abilities I'm not just thinking of attack. Passive abilities are just there and don't need to be invoked. An example say of a Passive attack ability though might be 'Sword Mastery 3' such that when you wield a sword weapon type you do 30% more damage. A Passive defence Ability might be 'Hardcase 2' where you take 20% less damage from blunt weapons or something. A non combat passive 'Night Sight' wherein you see 20% better outside at night, or 'Trap Averse' wherein you're say 15% more likely to detect and not run on to traps. I've probably not thought of the best examples... Conditions in play.... Think I understand. Pause time between use... Yes, works. Dependencies... Noted. Makes sense. Class database will be handling or referencing a lot! Don't forget Race (with Subraces) database which, thinking about it, sounds quite similar to Class database... Progression... Your way works well... . If you create True Heal 1 and True Heal 2 would be nice if system had background int variable for that ability's 'level' for purpose of both formulae in or on that ability but also other abilities... In above example, True Heal 1 may have higher background 'level' than Lesser Heal 5.... If you see what I mean? If we follow your model for progression that neatly handles calcs and formula per stat or meter so long as your formulas can take in to account ability 'level', stats, meters, race, class and are nice n flexible...
  14. 2 points
    Ant

    Ant's Journal

    Targets are: Caster Other Characters Caster and Other Characters I like the idea of having a random target. I'll add these: Random (Other Characters) Random (Caster or Other Characters) @callmedan, can you tell me about the party system you plan to have with your game? Will it be one player party system? Multiple party system (like Aveyond)?
  15. 2 points
    Duffer123

    Ant's Journal

    @Ant, ChiaPet's email makes good sense. There's a free asset on the Asset store called Character Stats which includes code and does some smart stuff with c# objects and stat modifiers. Definitely worth a look...
  16. 2 points
    ChiaPet

    Ant's Journal

    I'd like to propose that for many of these ability parameters, support a formula-building approach to the final number. For example, "damage" to the Health meter has a base value and then you can modify that base value by appending math operations that incorporate other stats (e.g., Strength, Armor). Stats may come from both the ability caster as well as the target to influence the final number. Assuming character levels, class levels, or ability ranks are also considered stats or something equivalent, you could include those as options with these math operations. I recognize this complicates this database quite a bit, but I feel like if you can noodle it out, it will provide a ton of standard RPG functionality, with respect to how abilities are influenced by character stats. The various timers associated with an ability are definitely something to consider. There's usually some combination of charging time, casting/executing time, maybe wind-down time, and then a cooldown timer. I'm not sure if you've decided on how you want to incorporate animation into this. Nor do I have any good suggestions off the top of my head right now. Great to see more progress!
  17. 2 points
    Duffer123

    Ant's Journal

    @Ant, Shaping up... Particles. I suppose you may need to think about particle effects for caster/casting, then for transit and then for impact if hit and for impact if miss/miss targets. Also consider area of effect/chain effect for targets .... and abilities in which the target is simply the caster... Also, in terms of selecting particles, think recolouring and element(s). In terms of effect, your stuff seems to cover one off effects on meters and stats... But what about effects on meters or stats over time?, permanent or temporary effects? Ability.... Active or Passive or some other? Item(s) required? If Active, cool down time? Item(s) required? Or item types maybe? A list? Similarly, Stats required at certain score? Another list? Also, required other Ability(s) level/rank/score... Also, in terms of effects, what about abilities that have levels or ranks or score and upscale by those or by character's general level. Successful use Vs unsuccessful use of abilities... Chance of success is a big one too... How much general experience by character level is rendered? How then to handle progression of tiered/ranked abilities and general experience/level and experience on individual abilities. How do both general Level and then Ability level/rank/score change (progression) chance of success, range/reach, cool down time (if active Ability), duration of effect (if durational) and power (eg where Ability harms, power would be level of damage) - by general Level, Ability Rank/Level/Score. I understand Race and Class restrictions handled in those databases. And/so how much then to delegate to associated actions...?
  18. 2 points
    @Ant Certainly! ^^/ Like I said before, an ideal character creator would be one that 1. Let's you easily use your own art, 2. Supports both blendshapes AND model swapping, and 3. makes the process of setting it up as painless as possible, making use of the editor (Be it unity or herokit's) as much as possible so you don't have to constantly rewrite your code. Part of what made plygame's difficult was that I kept having to go back into the code (or in plygame's case, the visual coding block system) and changing several little things for every single button. It wasn't hard but it was very tedious. Whereas if I could just have the thing I needed to change show up in the editor and the code pull from it, it would have been faster. (If I go back to that character creator, I'll probably try and figure out how to do that myself. Which I am confident plyGame's visual coder can do. Save me some headache and wrist pain) So for example, I want the Material on the Eyes to change color. I can make a button that does that, and when I copy and paste the button, I can then change the color on the individuals. THEN I can copy and paste that set, and select all the buttons, and change "Eyes" to "Shirt" or "Ears" ect. using all the same color materials, without changing all of them. Sort of like how in unity, you can select several things, change an attribute in the editor, and it changes for all the selected things. Hopes this helps! I'll try to explain more later when I have the time! @ChiaPet Thank you! I went with a more art, less code solution. So I had to create individual pieces of clothing for every body type! The correct version of the clothes are then connected to the body type it is supposed to match. If I were to tackle this with sliders, the clothes would probably have sliders too I will say, this isn't the most ideal method, as rigging and animating the character is incredibly difficult. However it worked for the style I used!
  19. 2 points
    @AK-i that is a fantastic demo. Would you mind sharing how you adjusted the piece of clothing to fit the body types? Do you have different variants of the same mesh for each body type? Or did you map the clothing mesh vertices to your body to auto-morph with a change in body shape? I'm also a big fan of body customization in games, ideally with both bone scaling (to do things like lengthen/shorten limbs or broaden/narrow shoulders) and blendshapes (to adjust individual body part features). I have yet to find one or more assets on the store that allow you to get your clothing/armor meshes to match body customizations of that nature in a way that lets you swap out any clothing/armor mesh at runtime. (Besides UMA, which as already noted, is rather complicated. Not that it isn't a wonder and boon for the community, since it's free and all.) I've seen some assets that let you map vertices in the editor, but you essentially have to save the mapped mesh along with the character model prefab and basically disable the mesh renderer if you don't want it to show. Seems rather clunky to have <N> meshes for all your clothing/armor options attached to your character running around and only rendering whatever is equipped at the time. It's been a while since I've looked into this type of system again, so maybe there is something better out there.
  20. 2 points
    @AK-i, can you tell me more about the ideal character designer you would like to use? I would like to hear about issues you’ve run into. This feature is something that could fit nicely into the RPG Designer.
  21. 2 points
    Duffer123

    Ant's Journal

    @Ant, I think so long as you can attach Variables to elements (for example, individual weapons within weapons database) then you can skip attachment of HeroProperties. Re the rest, and filtering, will hold fire and looking forward to seeing what you come up with.
  22. 2 points
    Ant

    Ant's Journal

    @Duffer123, items, weapons, and armor is stackable. Ammo always stacked. Can you give me an example for hero properties and variables? Right now, you can add variables to each database, but hero properties are reserved. Min stat requirements is going to be set via class, since some classes might have access to the same item at different levels, etc. Range is a good idea for distance weapons. I’ll add this to weapons that require ammo. Elements and all types are defined by designer. You have full control over weapon, armor, item, ammo, etc types. I’ll show you the main control panel soon where you can access all of these databases. I have been thinking about filters for databases, but this will come later. I have a few ideas, but thoughts are still simmering around how best to implement this feature. Looking forward to Abilities, too. Complex, but fun.
  23. 2 points
    Ant

    Ant's Journal

    @Duffer123, glad you noticed ammo was missing. I've added an Ammunition Database and Ammunition Type Database. I've made ammo stackable by default. There is also now a field in the Weapons Database where you can mark the weapon as something that requires ammunition and the type of ammunition that the weapon can use. I want to keep this to one ammunition type for now (arrows, bolts, bullets). Actions field can be used to customize even further. An easy way to deal with ammunition might be to have a specific portion of the inventory menu dedicated to it. Maybe how you order the ammunition determines which is used first, second, third (if weapon supports the ammo type). Also added a wait between attack field in Weapons. Very much needed. Let me know if you see anything else missing. Up next will be Abilities. I'll have notes, thoughts, etc about them tomorrow.
  24. 2 points
    Duffer123

    Ant's Journal

    @Ant, Along similar lines do/will equippable items (inc weapons and armour, clothing, etc) have associated equipment slots? So perhaps an equipment slots database. The way I've seen this done best is then to have items if equipped cover certain equipment slots, or similar...
  25. 2 points
    callmedan

    Ant's Journal

    This may be a dumb question. Is there 2-hand weapon type? Like if you have a shield equipped , it will be unequipped when you use a 2-hand weapon.
  26. 2 points
    Ant

    Ant's Journal

    @ChiaPet that is a very good idea. I will implement this. I wanted to start on Classes today, BUT... I realized before I can do this, I need to create weapons, armors, and spells. Why? Your class will determine what types of these things you can equip and learn.
  27. 2 points
    Duffer123

    Ant's Journal

    @Ant, Or even 1000s of items... +++ to DoT, HoT and tick-interval time...
  28. 2 points
    Ant

    Ant's Journal

    Filters could come in handy... especially if you have hundreds of items.
  29. 2 points
    Ant

    Ant's Journal

    @ChiaPet, I don’t have a tick interval time, but I’ll add this. Good idea.
  30. 2 points
    ChiaPet

    Ant's Journal

    @Ant great! Are DoT (damage over time) and HoT (health over time) effects also an optional effect for conditions, ideally with the ability to specify the time interval between healing/damage ticks?
  31. 2 points
    Ant

    Ant's Journal

    @ChiaPet, conditions are stackable. You can assign “temporary” or “permanent” to meters and stats. If “temporary” is selected, the change to the meter/stat only lasts while the character has the condition. I also need to add an option to have a condition stop a meter/stat from being updated while condition persists. Armor applies condition to wearer, weapon applies condition to enemy. When I build the weapon database, I could add both offensive and defensive condition slots.
  32. 2 points
    Duffer123

    Ant's Journal

    @ChiaPet, Yes, you're right. Conditions and spells and stat or meter modifiers will either have to be one off, instant, permanent or durational...
  33. 2 points
    Scrivener of the Gods

    Swipe Type Typos

    So, on my phone I use swipe typing, and it doesn't always show up how it's supposed to. I was trying to write something a while ago, and I thought, "typoed aveyond characters" so here you are. Ahriman's Prophecy Talia Marisa Deck Peek He'll Frederick Keene Sniffling Pendragon Hassan Spark Stories (Sereina) Zorn Feeble (Gevoda AV1 Threw Perversion (Rhen) Lays Revive Ricans Two-thirds de Armchair Trial Racehorse Dameon Massive Mash Muck (Marge) Prorate Hogan (John) Fakes Tennis (Galahad) AV2 Wan Ohio It's Tiki Tue Zips End Bigfoot Pensions(Nicolas) Fashion Morgan (Gavin) Anna Overture (Ava) Cerro Serendipity Hahaha (Ishtar) Av3LoT Missed Arroyo (Mordred) Tungsten Darkroom Game Davidoff (Gyendal) Neo Daemon (Mel) Raise Penetration (Edward) Ska Okay (Olaf) Geopolitics (Hepatitis) Professor Hey Pretoria Moo Av3GoN Kya Road (Lydia) Ile the Erudite (Ulf, good description) Av4 Google Wings (Boyle) Dante (Fang) Imbued Mate (Myst) Ricin Torrent (Rowan) Pre (Phye) Hindi (Hi'beru)
  34. 2 points
    ChiaPet

    Ant's Journal

    Me likey! So in the screenshot, it looks like "Carrot of Death" applies the Death condition when it's used (presumably on the target the player has selected at the time they use the carrot item). How easy will it be in this RPG module to incorporate conditions with equipped items? I'm thinking of two scenarios right now: 1) On weapons, associating a condition with an affix or socketable enhancement that applies the condition upon striking an enemy. (Ideally, there'd be some sort of percentage chance option here, to allow for random application of the condition.) 2) For both weapons and armor, having a condition be applied to the wearer while the item is equipped/worn. For example, applying the Regeneration "condition" to your character while wearing something with that associated enhancement. Also, a couple questions/requests/ideas about the Conditions database: - Can conditions be designated as stackable (i.e., a character can have multiple simultaneous applications of that condition) or not stackable? - For changes to meters, what are the other options in the dropdown besides "permanent"? Is there an option that's tick-based (e.g., a Poison condition that removes HP every designated time interval)? Thanks again for all your hard work and thoughtfulness
  35. 2 points
    Ant

    Ant's Journal

    Conditions are complete. Here is a look at the database: And this is how you attach one to an item in the Items Database: @Duffer123, I've added item weight (not what you see above). @ChiaPet, There are a lot of fields. I'm thinking I may have a menu where you can make the ones you want visible and hide the rest.
  36. 2 points
    Ant

    Ant's Journal

    @Duffer123, notes below: Nope, you don't need to use these. Only if you want to. I'll need them on some items in my game, but not all of them. I want to make this happen. The visuals would be cool. Especially on that magic sword that crackles when it's equipped. Depends. If you mean that when an item is equipped, it should appear in the game on the player, I will have an action for this. If you want to use a 3D image instead of a 2D snapshot of it in the inventory menu, I will look into this. This sounds like a job for a crafting menu. Not created yet, but I like this idea for when it is. @ChiaPet, notes below. This is something I think about. But I have a plan. The way I've been building the databases should make it very easy for me (and any brave developers) to build custom-looking Item Builder Menus. The last screenshot I posted is the basic Item Builder Menu I've created that sits on top of the Item Database. It's going to get bigger and more complicated as requests come in, but... I could easily clone this base Item Builder Menu and make new ones with fewer/more specific fields. And they would all point to the same Items Database. Some people would end up with hidden fields that they would never use, but they would always be there, just in case...
  37. 2 points
    Ant

    Ant's Journal

    Going to put equippable items into their own database as wearables. Equipable weapons will also get a database. Loot weight and chance to loot should fit into attributes database, but we’ll see. If not, they’ll get their own fields. I’m going to work on the player databases next. These database will cover things like race, class, level, etc. Once these are finished, let’s return to the items database and discuss where to put these things.
  38. 2 points
    Scrivener of the Gods

    Picturis Scribarum

    Sorta. More like Scrivener of the Gods.
  39. 2 points
    Ant

    Ant's Journal

    Don't worry, folks. The way I'm setting up items, adding these as custom actions shouldn't be a problem... but I will probably just make them for you, since I suspect it won't be much of an issue. Speaking of actions, I wanted to let you know that actions are almost 100% hooked up in the items database. I'm just cleaning up the way I want them to look. Tomorrow, I'll post what I've come up with.
  40. 2 points
    Mu11berry

    Ahriman's Prophecy (REBOOT)

    I sort of miss the complete demolition of the entire shrine look, where only the door was left standing, it was kind of symbolic to me. But ignore me, I think about these things too much, and it looks great! I love the addition of the broken goddess statue
  41. 2 points
    Well it hasn't been a month yet so technically speaking by the rules I invented just now I'm not inactive yet >.> Anyway here's the art I've been making lately: An aesthetic for Candar, mostly influenced by AP and AV2. None of these pics are mine, I just arranged them and messed with the colors a bit. I have like 50 million Aveyond-based pinterest boards and they all have about 10 billion bins, and I was procrastinating so. Aesthetics happened XD So anyway if you want to see the original images/as a way to credit them, they are here and I'm just sorry I'm like this ahahaha Another aesthetic! For Talia Maurva, Druid of Dreams. Honestly I put way too much thought into this one and could rant about all the design choices but I will spare you, you're welcome XD Again, this is the result of too many pins so here you can find the original images. (Except the top left one which I made using the Dreamer quote thingy from AP that was referenced in AV1 why am I such a huge aveyond nerd) Day 12 of the the challenge by @Queen-of-Ice101 is most exciting Aveyond twist. Honestly there were so many good ones, but this one is the one that stands out in my memory most. I had chills. And if you can't figure it out, this is the part where Dameon says "Join me" and RHEN ALMOST DOES And just! AWLEKJAWG You sorta knew it was coming the whole time but also just the fact that it was actually an option that almost happened I just wawjwawejwegawa cannot sorry must have fluff now FLUFFF!!!!! Okay I'm good now. This is Rhen and Dameon at the beach being happy and peaceful and safe together. I actually made this as a desktop background for myself which is why it's so wide, and also I have no idea how to draw water so that was fun XD Anyway I shrunk it down a bit for posting so hopefully it's not too huge
  42. 2 points
    Duffer123

    Ant's Journal

    @ChiaPet, You're right. I'd be happy though with Material.SetColor. I own those two Assets so I could easily create my own custom HeroActions too...
  43. 2 points
    ChiaPet

    Ant's Journal

    Using Material.SetColor() on the albedo of a standard shader will tint the whole mesh, though. You normally would just want part of the mesh colored (e.g., the blade of your sword mesh). So yes, you'd have to do something like use Colorify, or like I said previously, use a shader that uses an RGBA-based color map, if you want to go down that route. Not that I wouldn't love this type of feature, but it feels beyond the scope of what HeroKit should be handling, especially for the initial implementation.
  44. 2 points
    ChiaPet

    Ant's Journal

    How would you expose the ability to color an item's mesh? The only way I can think of doing this is using a shader material that uses a color map image that then maps the RGBA values to configurable colors. That would require HeroKit to be rather tightly integrated with the shaders you are using.
  45. 2 points
    ChiaPet

    Ant's Journal

    Awesome. Yeah, I'm worried about unwieldy, or just plain dumb-sounding names if all of the affix names get attached.
  46. 2 points
    Ant

    Ant's Journal

    At this point, I’m not going to have affixes auto change the name of an item. I was, but the names could get very very long. So instead, the developer will need to follow a naming convention of choice when creating items. If I re-add the ability to generate random items, I’ll need to take another look at auto adding affixes specifically for those items.
  47. 2 points
    Ant

    Ant's Journal

    Are you guys familiar with relational and non-relational databases? A HeroObject has a non-relational database attached to it. It’s hierarchical. Instead of adding new levels to this hierarchy, I’m going to use a relational database structure to connect the non-relational databases. So, a group of fields in the affixes database will actually exist in another database called attributes. The attributes database will be linked to both the affixes and items databases. I’m going to test this tonight, but it should work. @Duffer123, affix type will determine what type of affix we are creating. If an item can have an affix attached to it, you can select the affix type. This will generate a list of affixes of that type. This currated list will appear in a drop-down list in the Items database. The details are still vague until I get affixes properly connected to items. The final structure will also be used for sockets and their attachments. You will get to add your own affix and socket types.
  48. 2 points
    AK-i

    Ant's Journal

    Haven't been able to get on much due to having a new job that takes up a lot of my free time, but I did want to pop in and say this is looking great! It seems very organised and easy to read, and I am excited to see what can be done with it!
  49. 2 points
    Ant

    Ant's Journal

    I'll get to the more complex stats soon. Right now I'll continue to clean up current fields. Tonight I created a separate database for Meters. Meters are stats like Health, Mana, Exp. Meters can have a base, current, and max value. Next on the agenda: Database for currency so you can change which currency (or currencies) to assign to an affix. @Duffer123 will meters work for your vitals? Next on the short list: elements (needed for resistances).
  50. 2 points
    darwin

    In Pieces (RxD oneshots)

    Aaa, I'm glad to hear it! You're welcome! Confounded) Ooo, glad to be a test reader for the new system! I definitely think it came across well. Matter of Preference) Oh my goodness I LOVE the idea of Dameon getting his sense of humor from the Oracle, that's real cute and charming. I definitely think that came across! Retreat!) I definitely agree, I love when fics acknowledge all she's had to deal with & I think you've done a really good job of it in this fic. Covey Balm) You're welcome!! They're my favorite characters Ever so I really love when I find fic that does them well. YEAH the anger line definitely came across super well! shdhshdhs I would definitely not object to a movie in general, or including some of these scenes. If only... Absolutely! I came here expecting R/D (and you have absolutely delivered), but it's fun to see how the rest of the party is incorporated so seamlessly Of course!! Thank you for the wonderful fanfic! (Aaaaa thank you so much! It's a crop from a piece of te'ijalahad fanart I drew - one of these days I'll set up an art thread on here.)
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