$12256 / $11500
I am making my own campaign and I want to add back the power from alpha_demo to raise your shield. I did this without trouble, however the power is incredibly powerful against low-level enemies and terrible against high-level enemies. I want the reflect chance and absorb increases to depend on the level of the shield. How do I do this?
I think the best way would be to do it like we do different ammo types for ranged weapons.
The Block power consist of a meta power with separate powers for each "level":
[power]
id=1
name=Block
meta_power=true
# let's say this is the power for the wooden buckler
[power]
id=2
name=Block
...
Then in the wooden buckler item definition, you would have:
replace_power=1,2
Okay cool... only thing is that this power will have 5 levels as well, so that's 20 powers to define! Still, this will work.
Yep, it ends up being a lot of powers. What we do in flare-game is define the common elements in a separate file and then use INCLUDE to create all the variants (example: https://github.com/clintbellanger/flare-game/blob/master/mods/empyrean_c...).
Oh, just realized that it's actually 5*4*4 (80) as each weapon level has several sub-levels e.g.Iron Buckler, Keeper Iron Buckeler, etc..
Is it possible to raise the player's absorb by a damage type? If I gave the shield a damage type of "resistance" would it be possible to ad a percent of this onto their absorb?
So if I understand correctly, you want to have an absorb value that only applies to a specific damage type, right? I don't think there's a way to do that in the engine right now.
No, I want to add a "resist" damage type to all shields that the "Block" power adds onto the player's absorb value...
Wouldn't adding absorb_min/absorb_max post_effect bonuses to the Block power accomplish that? The alpha demo's Block power has this:
post_effect=absorb_min,1,0
post_effect=absorb_max,5,0
Is that not what you want? If it's not, can you provide an example of what you're trying to do, because I'm still confused.