This was something I wanted to implement first. Randomly generated items, with stats scaled based on how rare the item is.
I've got this working now, its pretty cool. Works pretty much the same way as in diablo 2. After you kill a mob, it has a chance to drop any type of item. That item can be normal, magic, rare, set or epic. Each rarity type has it's own color as well (white, blue, yellow, green, purple in the same order), as per diablo/world of warcraft.
The name of each item is also generated on the fly. Based on a large number of prefixes/armor types/postfixes. So you end up with objects like 'Glowing armband of the West', and so forth.
The stats are based on a combination of how rare the item is, and the level of the item.
Set items are an interesting beast. There are a number of predefined set items, but the definition only gives an affect the item is based on, like hitroll for example. The other affects added to the item are random. Also set items give pre-defined bonuses if you have more than one item in the set.
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