Hello people, now I am here with super idea that would help me a lot balancing stuff.
I am new to this so I don't know if there are any limitations so I am sorry if it is stupid.
What I need is:
I buy an item. Lets say Cloak. That cloak will give character a passive skill depending on his class.
So: I will have a Cloak that will have bonus dmg on Titan, but the same cloak that will provide P.deff buff on Paladin. Is it doable through conditions and ifs?
If not, then can I put into an ITEM something like
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https://jmp.sh/EWJtNwLY
I completely rewrote the player movement system. And completely redesigned the P Atk system, now, as in the original game, there are 3 attacks and the client uses them in random order and adds a slowing effect creating the illusion of the heaviness of the sword
Question
ElSabaner0
Hello people, now I am here with super idea that would help me a lot balancing stuff.
I am new to this so I don't know if there are any limitations so I am sorry if it is stupid.
What I need is:
I buy an item. Lets say Cloak. That cloak will give character a passive skill depending on his class.
So: I will have a Cloak that will have bonus dmg on Titan, but the same cloak that will provide P.deff buff on Paladin. Is it doable through conditions and ifs?
If not, then can I put into an ITEM something like
<mul stat="pAtk" val="0.95">
<and>
<using kind="SWORD,BLUNT" />
<using slot="lrhand" />
</and>
</add>
but on class instead of weapon type?
Thank you so much.
Edited by ElSabaner02 answers to this question
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