2008-11-10, 18:54:03
At first: "A shop sells an item-Item type is upgradeable item- if player is player 1 remove item being manipulated, If player has not an item of type upgradeable item_pl1 give upgradeable item_pl1 to hero manipulating item. Else if If player has not an item of type upgradeable item_pl1_lv2 give upgradeable item_pl1_lv2 to hero manipulating item. This 6 times for each player(only 60 lines)"-Each player will reveive an item of another type.
Then: For each item which is buyed you create a dummy. This dummy will receive the number of the item(upgradeable weapon_pl1_lv3=13). Then you make if a player presses the dialog button for example "increase damage" then increase strange of dummy by 30.
So cant you do a trigger that increases the damage dealt by a player by attributes? if you set Agility=speed Strange=damage Intelligence=range then you can create an invisible dummy for each weapon and increase the damage of the weapon by this attributes.
Then: For each item which is buyed you create a dummy. This dummy will receive the number of the item(upgradeable weapon_pl1_lv3=13). Then you make if a player presses the dialog button for example "increase damage" then increase strange of dummy by 30.
So cant you do a trigger that increases the damage dealt by a player by attributes? if you set Agility=speed Strange=damage Intelligence=range then you can create an invisible dummy for each weapon and increase the damage of the weapon by this attributes.