Earthyburt Posted March 16, 2021 Share Posted March 16, 2021 (edited) Hello! I would like some advice to better balance these items that I will add as an update to my custom character (https://steamcommunity.com/sharedfiles/filedetails/?id=2314003632). Some advice for coding is also appreciated. The items below are focused on rewarding the player for having higher sanity. Oh and also I would like to know how to make the custom healing item and what files I need for it. I already have an empty template for everything else. The Items: Sanity Armor* - Armor that protects the user based on a percentage of what their sanity is over their max sanity. Has high durability compared to other suits. (70% when over 70% Sanity, and decreases proportionally with sanity when below 70%). Super Sanity Armor* - Improved sanity armor (100% when over 80% Sanity, and decreases proportionally to sanity when below 80%) Grants Moderate Neg Sanity Reduction (30%) Sanity Spear - Spear that damage correlates to user's sanity. Damage = ([25 * Sanity Percentage] + 15) Sanity Sword - Stronger Spear. Damage = (50 * Sanity Percentage) + 25 Sanity Bandage - Restores health correlating to the user's sanity. (80% Current Sanity) Can be applied to the player themself or to another player. Garland Bandana - Cuts Negative Sanity Aura Multilyiers by half when worn and restores sanity over time (1.34 sanity/min). Degrades over time.** Wayne's Custom Item Recipes: Stock: Nightmare Fuel - (15 Health) Science: Spear - (1 Spear, 3 Nightmare Fuel, 3 Bone Shards) Garland - (4 Nightmare Fuel, 12 Petals, 4 Silk) Alchemy: Bandage - (2 Nightmare Fuel, 5 Silk, 2 Spider Glands) Armor - (1 Log Suit, 10 Bone Shards, 5 Nightmare Fuel) Sigil: Super Sanity Armor - (1 Dragon Scale, 1 Thick fur, 1 Sanity Armor, 12 Nightmare Fuel) Sanity Sword - (1 Dragon Scale, 1 Thick Fur, 1 Sanity Spear, 12 Nightmare Fuel) ___________________________________________________________________________ The Secret Formuler (for Armor)* MaxSanityArmorRating = (70% for Normal Armor, 100% for Super Armor)*; Armor Rating; Max Sanity = Get Wearer’s Max Sanity CurrentSanity = Get Wearer’s Current Sanity Modified Max Sanity = Max Sanity * (70% for Normal Armor, 80% for Super Armor)* If (CurrentSanity > (70% | 80%) of Max Sanity) then SanityArmorRating = MaxSanityArmorRating; else then CurrentSanity/Modified Max Sanity * 100% = SanityArmorRating; * Each armor will have their own prefab, so I do not need to create a new variable to declare which armor is being worn ____________________________________________________________________________ Other Secret Formuler (for Garland)** NormalSanityDrainMult = GetWearersSanityDrainMultiplier NewSanityDrainMult = NormalSanityDrainMult * .50 I already have the template for everything except the healing item which is the item I do not know how to make a template of. Edited March 17, 2021 by Earthyburt Link to comment https://forums.kleientertainment.com/forums/topic/128053-item-balancing-tips-needed-for-my-mod-which-i-will-update-into-other-stuff/ Share on other sites More sharing options...
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