Im working at my potions and dont know how i should make them "balanced". This is the current stages Im using.
And here is the potions.lua
So how should i make them not over powered but not to low? Give me some examples of what you would like.
Code:
<stages>
<world id="0" multiplier="1">
<stage minlevel="1" maxlevel="150" multiplier="500"/>
<stage minlevel="151" maxlevel="250" multiplier="250"/>
<stage minlevel="251" maxlevel="300" multiplier="100"/>
<stage minlevel="301" maxlevel="401" multiplier="50"/>
<stage minlevel="401" maxlevel="500" multiplier="25"/>
<stage minlevel="501" maxlevel="600" multiplier="10"/>
<stage minlevel="601" multiplier="3"/>
</world>
</stages>
And here is the potions.lua
Code:
local config = {
removeOnUse = "no",
splashable = "no",
realAnimation = "no", -- make text effect visible only for players in range 1x1
healthMultiplier = 1.0,
manaMultiplier = 1.0
}
config.removeOnUse = getBooleanFromString(config.removeOnUse)
config.splashable = getBooleanFromString(config.splashable)
config.realAnimation = getBooleanFromString(config.realAnimation)
local POTIONS = {
[8704] = {empty = 7636, splash = 2, health = {50, 150}, level = 1, vocations = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}, vocStr = "sorcerers, druids, knights and paladins"}, -- small health potion
[7618] = {empty = 7636, splash = 2, health = {230, 280}, level = 1, vocations = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}, vocStr = "sorcerers, druids, knights and paladins"}, -- health potion
[7588] = {empty = 7634, splash = 2, health = {350, 500}, level = 50, vocations = {3, 4, 7, 8, 12, 11}, vocStr = "knights and paladins"}, -- strong health potion
[7591] = {empty = 7635, splash = 2, health = {700, 900}, level = 80, vocations = {4, 8, 12}, vocStr = "knights"}, -- great health potion
[8473] = {empty = 7635, splash = 42, health = {1200, 1800}, level = 130, vocations = {4, 8}, vocStr = "knights"}, -- ultimate health potion
[7620] = {empty = 7636, splash = 7, mana = {150, 250}, level = 8, vocations = {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11}, vocStr = "sorcerers, druids, knights and paladins"}, -- mana potion
[7589] = {empty = 7634, splash = 7, mana = {280, 400}, level = 50, vocations = {1, 2, 3, 5, 6, 7, 9, 10, 11}, vocStr = "sorcerers, druids and paladins"}, -- strong mana potion
[7590] = {empty = 7635, splash = 7, mana = {640, 1250}, level = 80, vocations = {1, 2, 5, 6, 9, 10}, vocStr = "sorcerers and druids"}, -- great mana potion
[8472] = {empty = 7635, splash = 3, health = {550, 900}, mana = {310, 710}, level = 80, vocations = {3, 7, 11}, vocStr = "paladins"} -- great spirit potion
}
local exhaust = createConditionObject(CONDITION_EXHAUST)
setConditionParam(exhaust, CONDITION_PARAM_TICKS, (getConfigInfo('timeBetweenExActions') - 100))
function onUse(cid, item, fromPosition, itemEx, toPosition)
local potion = POTIONS[item.itemid]
if(not potion) then
return false
end
if(not isPlayer(itemEx.uid)) then
if(not config.splashable) then
return false
end
if(toPosition.x == CONTAINER_POSITION) then
toPosition = getThingPos(item.uid)
end
doDecayItem(doCreateItem(2016, potion.splash, toPosition))
doTransformItem(item.uid, potion.empty)
return true
end
if(hasCondition(cid, CONDITION_EXHAUST_HEAL)) then
doPlayerSendDefaultCancel(cid, RETURNVALUE_YOUAREEXHAUSTED)
return true
end
if(((potion.level and getPlayerLevel(cid) < potion.level) or (potion.vocations and not isInArray(potion.vocations, getPlayerVocation(cid)))) and
not getPlayerCustomFlagValue(cid, PlayerCustomFlag_GamemasterPrivileges))
then
doCreatureSay(itemEx.uid, "Only " .. potion.vocStr .. (potion.level and (" of level " .. potion.level) or "") .. " or above may drink this fluid.", TALKTYPE_ORANGE_1)
return true
end
local health = potion.health
if(health and not doCreatureAddHealth(itemEx.uid, math.ceil(math.random(health[1], health[2]) * config.healthMultiplier))) then
return false
end
local mana = potion.mana
if(mana and not doPlayerAddMana(itemEx.uid, math.ceil(math.random(mana[1], mana[2]) * config.manaMultiplier))) then
return false
end
doSendMagicEffect(getThingPos(itemEx.uid), CONST_ME_MAGIC_BLUE)
if(not realAnimation) then
doCreatureSay(itemEx.uid, "Aaaah...", TALKTYPE_ORANGE_1)
else
for i, tid in ipairs(getSpectators(getCreaturePosition(cid), 1, 1)) do
if(isPlayer(tid)) then
doCreatureSay(itemEx.uid, "Aaaah...", TALKTYPE_ORANGE_1, false, tid)
end
end
end
doAddCondition(cid, exhaust)
if(not potion.empty or config.removeOnUse) then
doRemoveItem(item.uid)
return true
end
local aidd =
{
min = 10901,
max = 10911
}
if item.actionid < aidd.min then
doItemSetAttribute(item.uid, "actionid", aidd.min)
elseif item.actionid >= aidd.min and item.actionid <= aidd.max then
doItemSetAttribute(item.uid, "actionid", getItemAttribute(item.uid, "actionid")+1)
elseif item.actionid >= aidd.max then
doTransformItem(item.uid, potion.empty)
return TRUE
end
return true
end
So how should i make them not over powered but not to low? Give me some examples of what you would like.