Magical stats

Started by BetaSpectre, July 20, 2014, 02:09:15 PM

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BetaSpectre

Armor and weapons may randomly affect your stats for better or worse cause why not. Each item after so much use would be jury rigged or modified for better performance/to make it work.

For example

A gun without a sling would slow the user down
A gun with a scope would have better accuracy
A gun with a larger clip would shoot a few extra rounds (1)
Armor that is powered would give you a movement bonus
Heavily armored clothing would slow you down but proved more protection
the blood sword of the blood thingy would ask for blood.
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                           TO WAR WE GO

Evul

Quote from: BetaSpectre on July 20, 2014, 02:09:15 PM
Armor and weapons may randomly affect your stats for better or worse cause why not. Each item after so much use would be jury rigged or modified for better performance/to make it work.

For example

A gun without a sling would slow the user down
A gun with a scope would have better accuracy
A gun with a larger clip would shoot a few extra rounds (1)
Armor that is powered would give you a movement bonus
Heavily armored clothing would slow you down but proved more protection
the blood sword of the blood thingy would ask for blood.

In fact armor etc. already have this.
<damageAbsorption>0.2</damageAbsorption>
<moveSpeed>-0.08</moveSpeed>

<ThingDef ParentName="ApparelBase">
<defName>Apparel_VestPlate</defName>
<label>Armor vest</label>
    <description>A vest with armor plates inserted on the chest and back. Protects against gunfire.</description>
    <texturePath>Things/Pawn/Humanoid/Apparel/VestPlate/VestPlate</texturePath>
<apparel>
<damageAbsorption>0.2</damageAbsorption>
<moveSpeed>-0.08</moveSpeed>
<graphicPath>Things/Pawn/Humanoid/Apparel/VestPlate/VestPlate</graphicPath>
<layers>
    <li>Middle</li>
</layers>
<commonality>25</commonality>
<tags>
<li>ArmorVest</li>
</tags>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>10</weight>
<only>RGBA(0.33,0.33,0.33,1)</only>
</li>
<li>
<weight>10</weight>
<only>RGBA(0.65,0.65,0.65,1)</only>
</li>
<li>
<weight>6</weight>
<min>RGBA(0.3,0.3,0.3,1)</min>
<max>RGBA(0.5,0.5,0.5,1)</max>
</li>
</options>
</colorGenerator>
</ThingDef>

BetaSpectre

Aren't those homogeneous stats as in all sets of the same armor have the same stats right?

I want each set to be more unique like two sets of combat armor could vary in speed and protection.
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░░░░░░░░─╤▂▃▃▄▄▄███████▄▃|
▂█▃▃▅▅███/█████\█[<BSS>█\███▅▅▅▃▂
◥████████████████████████████████◤
                           TO WAR WE GO

RawCode

runtime\random stats for weapons and armor (diablo style) will be fun.

"murdering sniper rifle of badger + 10" or something similar, especially if raider with such rifle oneshot someone valueble.