zerodowned

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Had an idea to make using say, a polearm vs. a knife make more sense than just swing speed and damage.
Really, when it comes down to it, there's not a terrible amount of difference in the speed of most weapons.

What if we had a " Weapon Reach "??

I love when games are realistic in that if you attack something and there's another guy standing next to the one you're attacking, he gets hit too when you swing your sword.

- Knives would only hit your target
- Swords, katanas would hit your target and anything standing to either side of it
- Polarms would hit the target, anything to either side, and behind the target

I was thinking a reduced amount of damage to Reach damage, but it would make taking on a large group way more fun.

Perhaps though, prevent it from happening when attacking players.
 
What about using an AoE type of damage? Consider a chain lightning type of spell applied to a weapon, you could control the range mobs had to be in to take damage and how much they would take.
 
I think that should work if coded the Point3D to be more specific to location than a range.

If you wanted to get really complicated/realistic, you'd have to factor in the direction the attacker is facing.
 
Yeah, coding the "range" only in a given direction, you'd pretty much be taking in to consideration which direction they were facing, as to which direction the attack comes from.
 
Just use the target of your attack as your Point3D the do a conditional check for hostile mobiles to the left and and right based on the targets direction. Then just add those mobiles to a list or array and run a damage routine on them.
 
Thank you for your help, I posted in Think Tank to get feedback on what other people thought of the idea.
 
Its actually a really cool idea. The polearm one would be easy, just a whirlwind attack from the defenders Point3D instead of your own. I was actually thinking of doing a specialized attack bar for specific weapons sort of like what Arte did with the XML Socket system.
 
Its actually a really cool idea. The polearm one would be easy, just a whirlwind attack from the defenders Point3D instead of your own. I was actually thinking of doing a specialized attack bar for specific weapons sort of like what Arte did with the XML Socket system.

Xmlspawner comes with Special Attacks you can attach to weapons. Perhaps this range idea could be added to that list as well.
 
The custom attacks with the icons are built into xmlspawner like tass said. XMLCustomAttacks.cs is where they are located. Honestly to create new ones XML isn't really required, you just need to do them in C# in that file and then reference the attack in your weapon script.
 

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