SIGMA - Update

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Re: SIGMA - Update

Post by Shinobi on Tue May 27, 2014 3:14 pm

Was watching this forum for a while, went away to play DIII (yeah sorry).
back after a long time. I may have missed this, is there any update on when Sigma will be released?

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Re: SIGMA - Update

Post by Ohmarinus on Tue May 27, 2014 3:21 pm

@Shinobi wrote:Was watching this forum for a while, went away to play DIII (yeah sorry).
back after a long time. I may have missed this, is there any update on when Sigma will be released?

Haha, tried D3 yesterday again. I was gone after 15 minutes. What a crapgame.

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Re: SIGMA - Update

Post by wow123400 on Fri May 30, 2014 7:12 pm

@Ohmarinus wrote:
@Shinobi wrote:Was watching this forum for a while, went away to play DIII (yeah sorry).
back after a long time. I may have missed this, is there any update on when Sigma will be released?

Haha, tried D3 yesterday again. I was gone after 15 minutes. What a crapgame.

Wasn't that crap.....if this mod does not exist  Spinning Mr. Green 

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Re: SIGMA - Update

Post by AeSpirit on Tue Jun 24, 2014 12:06 pm

Cannot wait for this legendary mod MarcoNecroX.. you are truly genius, Clap Clap  we cant wait for sigma!  Twisted Evil Twisted Evil Twisted Evil 

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Re: SIGMA - Update

Post by Will on Tue Jun 24, 2014 12:22 pm

If you want I'll give you a cookie if you hand it to Marco... Very Happy

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Re: SIGMA - Update

Post by Shiki on Sun Aug 03, 2014 6:57 pm

I'm really good at balancing skills without additional data.

Click for example:

Code:

                case 100: //Warrior's Skill
                    this.Name = "Axes Mastery";
                    this.Desc = "Increases the damage of Axe type weapons.";
                    this.MaxLevel = 10;
                    this.Passive = true;
                    for (int i = 1; i <= 10; i++)
                    {
                        this.Efficience[i] = i;
                    }
                    this.EfficienceString = new string[] { "Axes Bonus:+", "% Damage" };
                    break;
                case 101: //Warrior Skill
                    this.Name = "Crossbow Mastery";
                    this.Desc = "Damages of Crossbows will be increased.";
                    this.MaxLevel = 10;
                    this.Passive = true;
                    for (int i = 1; i <= 10; i++)
                    {
                        this.Efficience[i] = (int)(i * 0.75);
                    }
                    this.EfficienceString = new string[] { "Crossbow Damage bonus:+", "%" };
                    break;
                case 102: //Warrior's Skill
                    this.Name = "Critical Wound";
                    this.Desc = "For 30 seconds,your critical rate will be 100%.";
                    this.MaxLevel = 10;
                    this.Passive = false;
                    this.SkillDefDelay[1] = 300;
                    this.SkillDefDelay[2] = 280;
                    this.SkillDefDelay[3] = 260;
                    this.SkillDefDelay[4] = 240;
                    this.SkillDefDelay[5] = 220;
                    this.SkillDefDelay[6] = 200;
                    this.SkillDefDelay[7] = 180;
                    this.SkillDefDelay[8] = 160;
                    this.SkillDefDelay[9] = 140;
                    this.SkillDefDelay[10] = 120;
                    for (int i = 1; i <= 10; i++)
                    {
                        this.Efficience[i] = this.SkillDefDelay[i];
                        this.ManaCost[i] = i * 10;
                    }
                    this.EfficienceString = new string[] { "Seconds to reuse the skill:", "s" };
                    break;
                case 103: //Warrior's Skill
                    this.Name = "Ignorance";
                    this.Desc = "Increases a bit the Accuracy of the damages.";
                    this.MaxLevel = 20;
                    this.Passive = true;
                    for (int i = 0; i <= 20; i++)
                    {
                        this.Efficience[i] = (int)(i * 0.50);
                    }
                    break;
                case 104: //Warrior's Skill
                    this.Name = "Bash";
                    this.Desc = "Attacks the enemy with a over-humanoid force.";
                    this.MaxLevel = 10;
                    this.Passive = false;
                    for (int i = 0; i <= 10; i++)
                    {
                        this.Efficience[i] = (int)(100 + (i * 0.20));
                        this.ManaCost[i] = i * 20;
                    }
                    this.EfficienceString = new string[] { "Attack Bonus:", "%" };
                    break;
                case 105: //Warrior's Skill
                    this.Name = "Pea Brain";
                    this.Desc = "Sacrifices some of your magic damage,to give bonus on melee damage.";
                    this.MaxLevel = 10;
                    this.Passive = true;
                    for (int i = 0; i <= 10; i++)
                    {
                        this.Efficience[i] = (int)(i * 0.75);
                    }
                    this.EfficienceString = new string[] { "Magic Bonus To Melee:", "%" };
                    break;
            }
        }

:>

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Re: SIGMA - Update

Post by whist on Sun Aug 03, 2014 8:52 pm

@Shiki wrote:I'm really good at balancing skills without additional data.

Click for example:

Code:

                case 100: //Warrior's Skill
                    this.Name = "Axes Mastery";
                    this.Desc = "Increases the damage of Axe type weapons.";
                    this.MaxLevel = 10;
                    this.Passive = true;
                    for (int i = 1; i <= 10; i++)
                    {
                        this.Efficience[i] = i;
                    }
                    this.EfficienceString = new string[] { "Axes Bonus:+", "% Damage" };
                    break;
                case 101: //Warrior Skill
                    this.Name = "Crossbow Mastery";
                    this.Desc = "Damages of Crossbows will be increased.";
                    this.MaxLevel = 10;
                    this.Passive = true;
                    for (int i = 1; i <= 10; i++)
                    {
                        this.Efficience[i] = (int)(i * 0.75);
                    }
                    this.EfficienceString = new string[] { "Crossbow Damage bonus:+", "%" };
                    break;
                case 102: //Warrior's Skill
                    this.Name = "Critical Wound";
                    this.Desc = "For 30 seconds,your critical rate will be 100%.";
                    this.MaxLevel = 10;
                    this.Passive = false;
                    this.SkillDefDelay[1] = 300;
                    this.SkillDefDelay[2] = 280;
                    this.SkillDefDelay[3] = 260;
                    this.SkillDefDelay[4] = 240;
                    this.SkillDefDelay[5] = 220;
                    this.SkillDefDelay[6] = 200;
                    this.SkillDefDelay[7] = 180;
                    this.SkillDefDelay[8] = 160;
                    this.SkillDefDelay[9] = 140;
                    this.SkillDefDelay[10] = 120;
                    for (int i = 1; i <= 10; i++)
                    {
                        this.Efficience[i] = this.SkillDefDelay[i];
                        this.ManaCost[i] = i * 10;
                    }
                    this.EfficienceString = new string[] { "Seconds to reuse the skill:", "s" };
                    break;
                case 103: //Warrior's Skill
                    this.Name = "Ignorance";
                    this.Desc = "Increases a bit the Accuracy of the damages.";
                    this.MaxLevel = 20;
                    this.Passive = true;
                    for (int i = 0; i <= 20; i++)
                    {
                        this.Efficience[i] = (int)(i * 0.50);
                    }
                    break;
                case 104: //Warrior's Skill
                    this.Name = "Bash";
                    this.Desc = "Attacks the enemy with a over-humanoid force.";
                    this.MaxLevel = 10;
                    this.Passive = false;
                    for (int i = 0; i <= 10; i++)
                    {
                        this.Efficience[i] = (int)(100 + (i * 0.20));
                        this.ManaCost[i] = i * 20;
                    }
                    this.EfficienceString = new string[] { "Attack Bonus:", "%" };
                    break;
                case 105: //Warrior's Skill
                    this.Name = "Pea Brain";
                    this.Desc = "Sacrifices some of your magic damage,to give bonus on melee damage.";
                    this.MaxLevel = 10;
                    this.Passive = true;
                    for (int i = 0; i <= 10; i++)
                    {
                        this.Efficience[i] = (int)(i * 0.75);
                    }
                    this.EfficienceString = new string[] { "Magic Bonus To Melee:", "%" };
                    break;
            }
        }

:>

I... I don't even... what?

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Re: SIGMA - Update

Post by MarcoNecroX on Sun Aug 03, 2014 9:42 pm

Yep I lol'd too Very Happy

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Re: SIGMA - Update

Post by Istaryu on Sun Aug 03, 2014 9:48 pm

This is c++, I can understand it Very Happy

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Re: SIGMA - Update

Post by Shiki on Mon Aug 04, 2014 4:12 am

It's C# actually~

And it was for a terraria mod i was lead designer on ^-^

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