Charm System

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System?

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Re: Charm System

Post by MarcoNecroX on Sun Jan 20, 2013 5:57 am

Okay, this is probably going to be the system.
It is inspired by a PM ~gcc~sent me on the PK.

It didn't come to my mind because it is actually not possible due a bug with diablo 2, but with code implementation it should be fairly easy to do.

1) Hatred drops a charm called [king]. It has static values.
2) Terror drops a reagent called [kong]. It has static values too.
3) Destruction drops a reagent called [kittens]. It has variable stats.

Now, when we cubed [king kong] with [kittens] and we receive [disaster]. This is nothing more than the base charm with two upgrades. If people don't like the stats of the [kittens], they will cube the charm with [banana]. That will emulate a "reversing" effect. EMULATE GODDAMNIT. Because you can't tell diablo to re-create an item that is already lost in limbo. What it will do is re-create [king kong], just like we did before, by cubing [king] and [kong], except this time we use [king kong] with upgraded [kittens] and a [banana].

This system is possible, except it has the flaw that charms generated by cube recipes can be equipped infinite times, thing I should be able to fix. This system also uses only ONE DAMN CHARM [king]. Understand the damn fact that using one charm can't disable you from using a different charm, like people were suggesting [king1] to spawn in hatred, [king2] to spawn in terror and [king3] to spawn in destruction (you should create a boat called obvious). And 'ctrl+z' sadly doesn't work either.



My plan B system that I never told was basically to make hatred boss drop [king], terror boss drop [king] [kong], and destruction boss to drop [king] [kong] and [kittens]. But this would require a heavy treasureclass change that would take YEARS.

Well this method will take years too. But it's not the only project in sigma that would take months to add Razz

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Re: Charm System

Post by wow123400 on Sun Jan 20, 2013 6:12 am

sounds like exactly what i said, harted one charm, terror one trophy, destruction another trophy, becareful create "banana", or shitload question like "i cube my charm with a trophy but my charm get back to its orignal version, what happend waaaaaaaaaaa"gonna haunt u forever
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Re: Charm System

Post by MarcoNecroX on Sun Jan 20, 2013 6:14 am

except you're missing the "how modding works" part, which was actually the one I was seeking. "make trophy A and B" don't exactly help for this Wink . And like I said, its not directly possible due to the bug but then I remembered about me being able to fix it with code edit.

doesn't matter let's all save our prides :p

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Re: Charm System

Post by wow123400 on Sun Jan 20, 2013 6:17 am

MarcoNecroX wrote:except you're missing the "how modding works" part, which was actually the one I was seeking. "make trophy A and B" don't exactly help for this Wink . And like I said, its not directly possible due to the bug but then I remembered about me being able to fix it with code edit.

doesn't matter let's all save our prides :p


Neutral

ok hope u can get it to work

still sounds like a good plan
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Re: Charm System

Post by iwansquall on Sun Jan 20, 2013 6:21 am

I know [banana] is the current problem for the charm.

That why i asked how you managed to do reset recipe on trader chest, because it seem it able to return charm to [king] state (or maybe [king] [kong])

And you said trader chest doesnt have carry1, where i try to play around with plugy, i just couldnt put 2 into inventory. Isnt carry1 in action? (yes, i reset trader chest with skull already)
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Re: Charm System

Post by MarcoNecroX on Sun Jan 20, 2013 6:34 am

plugy1 fixes that

edit: LOL plugy1 ...

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Re: Charm System

Post by Swoosh on Wed Feb 13, 2013 5:07 am

I like the idea of upgrading the charm per each difficulty. Even if it does take longer. Its a way that forces people to test their chars early on and to adjust accordingly. This can be very helpful to new players and it should prove to be quite a fun experience for all the new builds.

Edit: Would making 1 charm with "x" trophies work? Kind of similar to a mod with a medallion and souls to upgrade the medallion.

Its like [king kong kong kong kong kong kong kong kong... However many ubers there are, to make [King Kong].
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Re: Charm System

Post by Lowerthenscum on Sat Feb 23, 2013 1:16 am

Swoosh wrote:I like the idea of upgrading the charm per each difficulty. Even if it does take longer. Its a way that forces people to test their chars early on and to adjust accordingly. This can be very helpful to new players and it should prove to be quite a fun experience for all the new builds.
Yeah, but I get the feeling most people would just get to level 120 then do all the uberquests in hatred/terror instead of doing them when they're in/completed the difficulty.

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Re: Charm System

Post by taem on Sat Feb 23, 2013 1:23 am

Not if there is a level restriction to get the bonus on the charm Wink
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Re: Charm System

Post by Aspirine101 on Sat Feb 23, 2013 8:36 am

iwansquall wrote:I know [banana] is the current problem for the charm.

That why i asked how you managed to do reset recipe on trader chest, because it seem it able to return charm to [king] state (or maybe [king] [kong])

And you said trader chest doesnt have carry1, where i try to play around with plugy, i just couldnt put 2 into inventory. Isnt carry1 in action? (yes, i reset trader chest with skull already)
Something is very interesting with this chest. Sometimes I am able to put one in inventory and one in the cube. Sometimes not, I don't remember the requirements Smile
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