The Dink Network

Reply to Re: A "high-score" based Dmod

If you don't have an account, just leave the password field blank.
Username:
Password:
Subject:
Antispam: Enter Dink Smallwood's last name (surname) below.
Formatting: :) :( ;( :P ;) :D >( : :s :O evil cat blood
Bold font Italic font hyperlink Code tags
Message:
 
 
June 12th 2020, 12:20 AM
custom_robj.png
Robj
Jester He/Him Australia
You feed the madness, and it feeds on you. 
This sounds interesting.

What did you have envisioned for your improved combat system?

I only ask because I've had one secretly (and now not secretly) in the works alongside all the other stuff I'm doing, for a while now.

The more the better tho, chances are they'll each turn out different with their own advantages.

Here's what mine might look like :

- Mouse controlled inventory
- customisable magic and weapon/item quick bar attached to number keys, for quick casting and swapping weapons without entering inventory
- health bar for enemies, two options, customisable in escape menu. Options are:
1. health bars above all enemies.
2. Health bar above last enemy hit by
player.
- randomised prefix and suffix system connected to script with database of the buffs attached to each prefix and suffix.
I.e: <prefix> long sword of <suffix>
- status conditions (poison, confuse, berserk, slow, etc).
- all buffs and buff times carried over successfully when saving and loading game (rather than in some dmods that say "you can't save at this time" when a timer is activated or whatever)

This is off top of my head im not home at the moment. There's more stuff.
Also, this system is in development, so all the stuff above is not fully functional yet.

I thought I'd put this here since its in relation to what you're doing.

Good luck with your dmod.
More dmods are always good