Post by somnolence2098 on May 29, 2023 19:41:51 GMT
Sorry for the confusing title,
I tried to convey what I wanted to do within the word count as much as possible.
Hi, I am trying to create an action RPG.
Currently, I would like to allow players to gain items and experience when they defeat enemies,
and once a certain amount of experience is accumulated, they can gain skills.
Then, by acquiring a skill, equipping a weapon with a special effect,
or drinking a potion with a special effect, the player is buffed for a certain time (or permanently)
with the amount of stamina and stamina, their recovery speed, movement speed,
attack power of melee and ranged weapons, and damage reduction.
Or when attacking an enemy with a weapon with a special effect,
I would like to give the player a debuff against the enemy,
such as continuous damage or reduced movement speed.
I would like to know about the knowledge needed to create these,
or any previous threads or add-ons.
(I would also like to know a list of buffs and debuffs that can be given to these players and enemies,
how items drop when enemies are defeated, and I would also like to know
if there are any explanatory materials on how to obtain experience.
(and how to implement a hunger gauge.)
I have searched and found the following add-ons and threads,
but I wonder if they are still available today, or is there a better way?
invector.proboards.com/thread/10/xp-leveling-survival-addon-scripts
invector.proboards.com/thread/1744/invector-drop-item-when-emerald)
PS: I thought that the above question alone might be too complicated
and vague to answer as to which technique is required, so I will describe it more concisely.
Drop items (materials, bullets, food) and experience when defeating enemies.
Use the experience value to release skills.
(How to accumulate experience and how to access it and lose it when used)
Buffing the player by releasing skills.
(Buffing the player from a script outside the Invector attached to a button)
Attacking an enemy with a weapon with a special effect can debuff the enemy.
(Debuffs to the enemy, such as sustained damage or reduced movement speed, are temporary)
Giving a buff to a player by drinking a potion with a special effect
(buffs to players are temporary)
How to manage time limits for temporary buffs given by weapons and potions.
List of buffs and debuffs that can be given to players and enemies.
(or a demonstration of how to use them, etc.)
How to implement a hunger gauge for the player.
Isolating and listing this issue may be burdensome due to the volume of questions,
even if it were a simple solution. My apologies.
I tried to convey what I wanted to do within the word count as much as possible.
Hi, I am trying to create an action RPG.
Currently, I would like to allow players to gain items and experience when they defeat enemies,
and once a certain amount of experience is accumulated, they can gain skills.
Then, by acquiring a skill, equipping a weapon with a special effect,
or drinking a potion with a special effect, the player is buffed for a certain time (or permanently)
with the amount of stamina and stamina, their recovery speed, movement speed,
attack power of melee and ranged weapons, and damage reduction.
Or when attacking an enemy with a weapon with a special effect,
I would like to give the player a debuff against the enemy,
such as continuous damage or reduced movement speed.
I would like to know about the knowledge needed to create these,
or any previous threads or add-ons.
(I would also like to know a list of buffs and debuffs that can be given to these players and enemies,
how items drop when enemies are defeated, and I would also like to know
if there are any explanatory materials on how to obtain experience.
(and how to implement a hunger gauge.)
I have searched and found the following add-ons and threads,
but I wonder if they are still available today, or is there a better way?
invector.proboards.com/thread/10/xp-leveling-survival-addon-scripts
invector.proboards.com/thread/1744/invector-drop-item-when-emerald)
PS: I thought that the above question alone might be too complicated
and vague to answer as to which technique is required, so I will describe it more concisely.
Drop items (materials, bullets, food) and experience when defeating enemies.
Use the experience value to release skills.
(How to accumulate experience and how to access it and lose it when used)
Buffing the player by releasing skills.
(Buffing the player from a script outside the Invector attached to a button)
Attacking an enemy with a weapon with a special effect can debuff the enemy.
(Debuffs to the enemy, such as sustained damage or reduced movement speed, are temporary)
Giving a buff to a player by drinking a potion with a special effect
(buffs to players are temporary)
How to manage time limits for temporary buffs given by weapons and potions.
List of buffs and debuffs that can be given to players and enemies.
(or a demonstration of how to use them, etc.)
How to implement a hunger gauge for the player.
Isolating and listing this issue may be burdensome due to the volume of questions,
even if it were a simple solution. My apologies.