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Jesus Zykov

Upgradable Swords


No RPG would be complete without a slew of weapons and items. Weapons range from swords to lightsabers to grenades to any variety of blaster. Some weapons are upgradeable to make them even more powerful. Items include those vital to the many quests in the game, while others give you a boost in combat or temporarily boost your skills.




Upgradable Swords


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Upgradable items (blasters, swords, lightsabers, blasters, and armor) are noted in the item description. While all lightsabers are upgradeable, very few other items are, so when you find one, hang onto it. They're far more valuable that other weapons and armor.


To upgrade an item, you need the proper parts. There are specific upgrades that only work for each type of weapon. You have a workbench in your ship and there are other workbenches on the various worlds. Use the bench and you can easily see which weapons and armor you have are upgradable and if there are any upgrade items you can slot in them. After selecting upgrades you must select "Assemble" to finish the upgrade.


It should be upgraded to keep it relevant and on par with other swords. It can be especially useful for the first few hours of gameplay. Appropriate upgrades, applying Greases, and fixing a good Ash of War to it can make this basic weapon appear much more useful and exciting.


Whips are often overlooked when on a weapon roster consisting of many powerful swords and hammers, but each whip has its own perks. While the original Whip may not be incredibly exciting compared to the other variations, it can be customized to the user's needs.


Swords are melee weapons which can be divided into 2 basic categories: shortswords and broadswords.Shortswords have very limited range, and they attack with a horizontal stabbing motion instead of an arc. On PC, Console, Mobile, and tModLoader, they act more similarly to spears, being able to stab in more directions. Broadswords are swung overhead, which makes it easier to defeat flying and jumping enemies.


Spears are melee weapons that have a longer range than most swords, but attack with a stabbing motion. Spears also can hit targets more than once, making them especially useful for dealing with large enemies.


Clubs are heavy weapons that tend to be slower than swords and daggers but with a wide swing. Their secondary attack causes the player to slam the ground in front of them, causing an area-of-effect attack in a radius around the player that has strong knockback. Damage dealt by this attack will never be a critical hit.[1]


Cid Sophiar offers a series of quests to upgrade some of the player's weapons in exchange for certain treasures. The later quests for Cid's upgrades require Noctis to complete a number of quests/hunts then rest and wait for Cid's call about the completed weapon. The upgradable weapons were made sellable in patch 1.03, so the player should be careful to not sell them by accident.


Noctis can equip any weapon, with swords, royal arms, and the Ring of the Lucii being exclusive to him. The other three party members have a primary weapon at all times, and can equip a secondary weapon or magic. Noctis can equip four weapons at once and switch between them on-the-fly. When character-swapping, the battle system changes, and the player can't use the character's equipped Secondary Arm with the Attack command.


Attack Damage Modifier (ADM) is a hidden multiplier unique for every attack, and thus some weapons can do more or less damage than their stats would suggest. E.g. Sword of the Tall royal arm has a poor ADM on all of its attacks, while normal greatswords have some of the highest ones.


One-handed swords are exclusive to Noctis. They have a fast attack animation, and are often considered good aerial weapons as they can be used for airstepping. (However, all weapons with an aerial combo of more than one attack airstep by swapping to a sword/polearm mid-combo before swapping back.) One-handed swords trigger link-strikes. Armiger points accumulation multiplier: x1.5.


Many of the weapons share models. Originally only three of the models were used as the weapon Noctis hangs from when point-warping: Engine Blade/Ultima Weapon, Broadsword (shared with Airstep Sword and Soul Saber) and Blazefire Saber; if Noctis had a different weapon equipped, the point-warp animation showed him using the Broadsword model. After patch 1.23, all one-handed swords appear in hanging animations.


Two-handed swords can be equipped by Noctis and by Gladiolus as his primary arm. They are the slowest weapon for Noctis, but are powerful and have a better chance of breaking enemies, or making them topple over and become vulnerable. Greatswords cannot be used for airstepping, but they are good for link-striking, the strongest combos being specifically with greatswords. When blindsiding an enemy, or when an enemy is charging for a parryable attack, the player can quickly swap for a greatsword to do the best damage with a possible link-strike. Greatsword warp-strikes are also quite fast. Armiger points accumulation multiplier: x2.


While using a shield, Noctis will hold a small sword in his other hand, and throw the sword forward to warp rather than the shield itself. Similar to greatswords, they may not provide the best DPS, but can be used to stagger and break enemies. Their most useful function is to defend; Noctis doesn't phase when he has a shield, and thus can still defend in Stasis when phasing is unavailable. Blocking with a shield costs only 3 MP, which is significantly less than the default cost of phasing (15 MP), and can even block some weaker projectiles for free. Blocking can potentially stagger attackers or push Noctis backwards. It's more MP-efficient to swap to shields and defend, and then swap out again to attack. The player can use Airslip to dodge enemy attacks in midair with the guard button with the shield equipped even when in Stasis.


Shields never trigger link-strikes when wielded by Noctis. Blocking a light attack, pausing, and then attacking makes Noctis charge forward with super armor. Phase counters work by swapping to the shield before counterattacking. While swords, greatswords, daggers, and spears will make Noctis warp forward when approaching his target from a distance, he instead charges forward with his shield, though it doesn't block attacks.


Jin has two swords, a Katana which is used for combat, and a smaller Tanto, which is used for stealth kills. You'll only have these two swords all through the game. However you can purchases upgrades for your swords to make them stronger, and you can acquire Sword Kits, which are vanity gear which changes the appearance of your swords buy has no effect on gameplay.


This is the third Tier of the Bear School Gear, you need a few rare and/or special things to craft it. Visit any Journeyman Blacksmith to craft the swords and a Journeyman Armorer to get the armor set.


This is the recommended approach if you have a simple upgrading system where upgradable items have a finite and linear upgrade path. By finite and linear path means items which upgrade with the same result each time. Example : Sword -> Sword +1 -> Sword +2 -> Sword +3. With this approach you can have one Item Definition for each sword: Sword, Sword +1, Sword +2, Sword +3.


This approach is fairly simple and offers a good solution for those who want an item upgrade system that is easily manageable. Note that it is a trade off with scalability, as this approach does not scale well once you reach hundreds of upgradable items with many upgrades each.


This is the approach that is used in the demo. That does not mean it is the best approach for all cases. This approach consists of two parts. Upgradable items and Upgrade items. Upgradeable items are items which can hold other items in an array called Slots. These slots can be populated with items categorized as Upgrade items. This allows you to create one upgrade item that can be used to upgrade any upgradable item.


A base value needs to be added to the Item Definition and this value is recomputed each time the item is upgraded. A new attribute called Slots with type ItemAmounts should then be added to the Item Definition on the upgradeable item. This stores the items that the item can be upgraded to. A new script should then be created which knows how each upgrade will affect an upgrable item of the Item Category. When the item is upgraded the correct upgradable item can be selected based on the base value on the ItemDefinition and the upgrade items that are contained within the Slots attribute. 041b061a72


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