Item Affixes
Aug 13 2011, 11:29 pm
By: Oh_Man  

Aug 13 2011, 11:29 pm Oh_Man Post #1

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Yo everyone for my RPG Hell's Awakening I have been working on my item system and adding in more and more items to the system I currently have in place.
Right now you can get items from one of four ways:
Monster Drops: Low Quality
Gambling: Low-High Quality
Quest Rewards: Med-High Quality
Crafting Recipes: High Quality

What I am trying to think of is lots and lots of affixes so the items are as diverse as possible, I would be very grateful if people chip in with their ideas or provide links to websites that already have this. Here is what I have so far:

Combat
Poisons enemies – infested terran death for X seconds on singular unit
Flame affix – vulture spider mine on single unit
Lingering Flame affix – vulture spider mine for X seconds on fixed location
Ice affix – scarab death, with frozen unit for X seconds
Lingering Ice affix – scarab death, with frozen units for X seconds on fixed location
Ice Nova - multiple scarab deaths directly on top of player
Lightning affix – high templar attack and death, spreads to X nearby units
Decoy – spawns a hallucinate
Confuse – enemies ally with you temporarily

Support
Crits Per Minute (CPM) - for all weapons, since I don't use Upgrading or VHP
Evasion Chance - for shields, armour - basically it flickers invulnerability
Mana regen rate
Mana Restorative – trigger set vespene
Mana leech – each kill gives X mana
Spell Refund
Incremental Health boost – medic for X seconds
Health Restorative – trigger set HP
Death Exemption % – instant respawn, no gold deduction, no loss of companions, boss battle respawns
Increased EXP from monsters
Increased loot from monsters - gold, item drops

Specializations
Increased ore extraction – can mine twice before ore moves. Increase to thrice?
Enhanced aether extraction – quick time events are easier, portals spawn more frequently
Critter lure – lures critters to the player
Crafting refund – some or all materials are refunded when crafting

Miscellaneous
Team Player – increased output when in proximity of others, scaling from 2 to 3
Night-time – vision increased during night.
Summon burnout – decreased or removed entirely (summons last until their demise)
Summon time – decrease time it takes to bring in your summons
Companion distance – they can move further from you
Carry limit – amount of items you can carry, utility belt, crafting materials, equipment




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[10:09 pm]
Ultraviolet -- let's fucking go on a madmen rage bruh
[10:01 pm]
Vrael -- Alright fucks its time for cake and violence
[2024-5-07. : 7:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
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Members Online: Ultraviolet