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Items for v1.40 (first boss)

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Items for v1.40 (first boss) Empty Items for v1.40 (first boss)

Post by Gallium Wed May 06, 2009 11:35 am

Only 1 Weapon, 1 Armor, 1 Jewel(rings,amulets,talismans) or 1 Shield (Warrior, Paladin) is allowed for each class
Can only buy 1 item each round (to prevent ninja Razz)

Name: Cobalt Kings Smasher
Description: Available after killing the first boss (only 1)
Cost: 10G 2ATB
Type: Mace (Paladin, Warrior)
Level: 2
Strength: +2
Damage: +2
Critical: +2%
Ability: 10% chance to do 7 bonus damage

Name: Cobalt Kings Hide
Description: Available after killing the first boss (only 1)
Cost: 12G 3ATB
Type: Armor (Druid, Archer, Shaman)
Level: 2
Strength: +1
Agility: +3
Mana: +9
Evasion: +2%
Ability: Increases attack speed by 15% for 10s (stacks with speed potions, self target, 40s CD)

Name: Cobalt Kings Shiny/Precious
Description: Available after killing the first boss (only 1)
Cost: 7G 2ATB
Type: Ring (Archer, Warlock, Priest, Druid, Mage, Shaman)
Level: 2
Mana: +15
Int: +5
Ability: Regenerates 30 mana over 12 seconds (Self Target, 60s CD)

Ill be making more items for other bosses, but now i gtg to work Sad

Hit me up if you wana do a MvM run.
USEast: Gallium

Gallium

Number of posts : 1
Registration date : 2009-05-06

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Post by Falk Wed May 06, 2009 5:15 pm

Thank you very much for your suggestions, but i'm working on a system that uses gold and another point that is earned when killed bosses, not attribute points so items will be a bit weaker at lower levels, but i'll consider your sugestion when I start making items, thanks.
I'll give a better explanation of my item system when i finish it
Falk
Falk
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Post by Luciferu Wed May 06, 2009 10:31 pm

pls, dont make this a item-based game,

keep it simple and fun...

inf you begin to put itens the game will be sux.

i sugest to put only 2 item slots for exemple, with itens that dont need a lot of stuff+recipe.

keep it simple pls! Very Happy

Luciferu
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Post by Caryh13 Thu May 07, 2009 4:04 pm

maybe you can make "lottery" for high price, so if you beat boss. there is 50% chance for normal item, 30% chance for magic item, 10% chance for rare item, 1% chance for elite item

(dont make item overpowered, you could put elite item like extra aura. rare for extra small dmg or stun magic for some skill boost, normal for small stats boost)

hope you know what im trying to say

Caryh13

Number of posts : 41
Age : 31
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Post by Falk Thu May 07, 2009 5:21 pm

items will have "rearity", but the item "rarity" is going going to depend on drop chances, items will be avaiable once you defeat the boss and all items of that level will be available to purchase (including rare items, wich will cost more boss points and a bit more gold)
Also items are not going to be overpowered, they'll be like +2 agi for a 'normal' item, +3 for a 'magic' item and +4 for a 'rare' item

i sugest to put only 2 item slots for exemple, with itens that dont need a lot of stuff+recipe.
I'm not sure if you meant this, but just gave me an idea, of using only 2 of 6 inventory slots for equipments
Falk
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Post by luciferu Thu May 07, 2009 11:25 pm

make something like 2 inventory slots of 6

one of them is for armor and other for wepon


the armors can be (for exemple)

Mage armor: (for mage, priest, warlock...) who gives something like 2/4/6/8 bonus armor and 5/10/15/20 mana bonus

Medium amor (for dex heroes) armor 4/6/8/10 and 1/2/3/4 bonus damge or something

and heavy armor (for warrior and paladin) 6/8/10/12 and dmg return or something


but itens who dont need recipe, something that you just need to pay the gold and use it

and some wepons for each kind of atribute (str, dex, int)


but pls, launch the 1.38, with no revive bug, its the only thing i ask Crying or Very sad

luciferu
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Post by Falk Fri May 08, 2009 6:01 pm


but pls, launch the 1.38, with no revive bug, its the only thing i ask Crying or Very sad
Is the revive bug happening in 1.37b? (no players getting revived)
Falk
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Post by luciferu Fri May 08, 2009 9:54 pm

i dont remamber if it was 1.37 or 1.37b, but did you check the posssibility of the healing wave healing dead heroes and than the game recognize them as live?

luciferu
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Post by Falk Sat May 09, 2009 11:38 am

yes, and I also did a very weird change in my revive triggers, it picks every dead hero and kills them to make sure they're dead before the trigger revive them =)
When that happens in 1.37b the game thinks your team died twice, so you lose 2 chances but everyone still gets revived Smile
Falk
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