P
Pepasone
Guest
I'm curious to see what others are thoughts are on how to handle a system like this.
I already have a very in depth RPG system built in-engine; Base Player Stats, Class Based Stats, Attribute Point System, Equipment System (with up to 100+ stats on each item), Socket/Gem System, Item Enchant System, Item Leveling, Inventory / Equipment Window / Item Upgrade via Useables
For instance, my player has well over 100 possible stat modifiers right now. Simple things like Health to more complicated stats like Elite Damage / Gold Find / Drop Rates, etc...
Item information is traded via grid sections. Scripts update the player stats based on taken actions; Socketing a Gem, Leveling up, Equipping / Swapping Gear, etc...
I'm getting ready to build traditional RPG equipment "sets." As part of a set engine, we would need to track a few pieces of information, outlined below:
I'm more interested to learn from you, how you would pass and take advantage of bonuses that have both real and string values:
"2 Piece Bonus: Deal 10% additional Fire and Ice Damage on Attack"
I'm NOT worried about "on Attack." I'm only concerned with how others would create a system in which you can pass both flat values and string values to translate to stat increases or effects that can happen during proc events.
I already have a very in depth RPG system built in-engine; Base Player Stats, Class Based Stats, Attribute Point System, Equipment System (with up to 100+ stats on each item), Socket/Gem System, Item Enchant System, Item Leveling, Inventory / Equipment Window / Item Upgrade via Useables
For instance, my player has well over 100 possible stat modifiers right now. Simple things like Health to more complicated stats like Elite Damage / Gold Find / Drop Rates, etc...
Item information is traded via grid sections. Scripts update the player stats based on taken actions; Socketing a Gem, Leveling up, Equipping / Swapping Gear, etc...
I'm getting ready to build traditional RPG equipment "sets." As part of a set engine, we would need to track a few pieces of information, outlined below:
- Set ID
- Item Set ID
- If the item in the given set is equipped
- Set Name (could also just be the ID if passed as a string)
- Set 2/3/4/5/6 piece bonus "text"
- Set 2/3/4/5/6 piece bonus "stat"
I'm more interested to learn from you, how you would pass and take advantage of bonuses that have both real and string values:
"2 Piece Bonus: Deal 10% additional Fire and Ice Damage on Attack"
I'm NOT worried about "on Attack." I'm only concerned with how others would create a system in which you can pass both flat values and string values to translate to stat increases or effects that can happen during proc events.