increase stats (temporally) when wearing complete armor set

Talk about creating Grimrock 1 levels and mods here. Warning: forum contains spoilers!
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: increase stats (temporally) when wearing complete armor

Post by Komag »

So I've just finished working on a big implementation of this concept, and man that was a lot of work! There are always interesting unforeseen issues that crop up when doing something this complex.

For example, one of the armor sets bestows a continuous "Rage" bonus, but if you then drink a rage potion the timer gets reset and it thus expires pretty soon. So I had to adjust the potion code to check beforehand whether the champion already has a rage bonus from the armor set.

When working with different champions and different flags to keep track of things, it is ESSENTIAL to always use champion:getOrdinal() rather than just the getChampion(1), champion(2) etc (to avoid problems if the player moves party members around), and this complicates the code in many places.

Anyway, after I do a full playthrough of the mod again (with all my other updates in place) I'll see if there are any remaining bugs before I show the armor set code. ;)
Finished Dungeons - complete mods to play
bongobeat
Posts: 1076
Joined: Thu May 16, 2013 5:58 pm
Location: France

Re: increase stats (temporally) when wearing complete armor

Post by bongobeat »

Hi Komag,
glad to hear that!
That sounds promising.
Ok me <--- waiting for a release :)
My asset pack: viewtopic.php?f=22&t=9320

Log1 mod : Toorum Manor: viewtopic.php?f=14&t=5505
Post Reply