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PostPosted: April 8th, 2010, 6:51 pm 
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Joined: November 13th, 2009, 8:24 pm

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Location: THE GAME - You just lost it.
So, Im working on my game and one of the bullet points I really want for my game is fully
upgradable weapons. Now, I have a system idea in place but I never have truly done a
weapon mod system before so if any of you have put one in your game before I would love to hear feedback or advice on implementing such a system.

Heres an example on what I have planned so far - the upgrades for Handguns (HG)
and the most basic firearm, the M9.

Handgun Weapon Mods
EX - Extended Magazine (Ex Magazine) + Attack Power
SC - Scope (Combat Scope) + Attack Power (Scan Magic Maybe?)
IC - Incendiary Ammo (Firefly Ammo) + Fire Attribute

(Base Weapon) M9A1 (HG)
(First Mod Attachment) M9A1 (HG) EX M9A1 (HG) SC M9A1 (HG) IC
(Second Mod Attachment) M9A1 (HG) EXC M9A1 (HG) EXI M9A1 (HG) SCX
M9A1 (HG) SCI M9A1 (HG) ICX M9A1 (HG) ICS
(Fully Upgraded) M9A1 (HG) XSI

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PostPosted: April 8th, 2010, 8:47 pm 
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Joined: April 20th, 2007, 6:19 pm

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what rpg maker are you using?

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PostPosted: April 15th, 2010, 4:16 pm 
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Location: THE GAME - You just lost it.
Numero Uno, didnt you notice that all the weapons are exactly 12 letters? haha

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PostPosted: April 15th, 2010, 4:37 pm 
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No, they're not. :P

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PostPosted: April 15th, 2010, 4:54 pm 
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Location: THE GAME - You just lost it.
Well, Im mistaken, MOST of them are. If it has an attachment its 12, I forgot to have proper spacing, Arrrghhh, I hate the 12 letter limit.

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PostPosted: April 15th, 2010, 6:16 pm 
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Joined: November 13th, 2009, 8:24 pm

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Location: THE GAME - You just lost it.
Big Change, I was going over the variables in my head and i realized that I some of the weapon mods are the same, but have a different build order (duh to me cause a scope/extended mag is exactly the same as extended mag/scope :P). So, therefore i could add in another weapon modification with no extra variations needed. Heres my new example -

Handgun Weapon Mods
EX - Extended Magazine
SC - Scope
Handgun Weapon Ammo Types
IC - Incendiary Ammo
HY - Hydra Ammo

M9A1 (HG) BASE WEAPON
M9A1 (HG) EX
M9A1 (HG) SC
M9A1 (HG) IC
M9A1 (HG) HY
M9A1 (HG) SCX EX+SC SC+EX
M9A1 (HG) EXI EX+IC IC+EX
M9A1 (HG) EXH EX+HY HY+EX
M9A1 (HG) SCI SC+IC IC+SC
M9A1 (HG) SCH SC+HY HY+SC
M9A1 (HG) XSI EX+SC+IC
M9A1 (HG) XSH EX+SC+HY

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PostPosted: May 1st, 2010, 2:56 pm 
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Location: THE GAME - You just lost it.
Arrgghhh!! Every time I think I get this working I come up with a brand new idea that makes all of my previous
work moot lol, ok now here is my finished design doc for my weapon mod module for my game, tell me what you think.

Basic Template -
M9A1 (__) __
name / ammo type / weapon attachment

Handgun - (HG) Also refers to ammo that comes with the weapon, basic issue ammunition.
Single Attack \ Low Break Ratio \ Multiple Modifications

Ammo Types For Handguns
(IC) Incendiary Ammo ( Fire Attribute \ Slight Damage Increase )
(HY) Hydra Ammo ( Instant Death \ Slight Damage Increase )
(EX) Explosive Ammo ( Great Damage Increase )

Weapon Attachments
(LS) Laser Sight ( Increases Accuracy \ Slight Damage Increase )
(SL) Silencer ( Inflicts Silence \ Slight Damage Decrease )
(AF) Auto Fire Mechanism ( Special Modification - Converts to M93R Burst )

And for my other weapon types

Shotgun (SG) Group Attack \ Med Break Ratio \ Multiple Ammo Types
Machine Gun (MG) Attack x2 \ Low Break Ratio \ Multiple Modifications
Rifles (RF) Single Attack \ Med Break Ratio \ Multiple Modifications
G.Launchers (GL) Group Attack \ High Break Ratio \ Multiple Ammo Types
R.Launchers (RL) All Attack \ One Time Use Only
Experimental (EXA) Special Weapons Like Rail-guns and flamethrowers.

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