'Activated items'
Posted: Wed Dec 05, 2018 9:51 am
Hey all
I am designing a new dungeon with lots of powerful, but limited use arcane weapons. These can change as the game progresses, gaining and losing abilities.
Some of them will need to be 'activated' by fulfilling certain mini-quests.
For instance, a sword with a core of fire can be 'activated' into a full on flaming brand of doom by poking it into the fires of an altar!
However is it possible to do all this within the scope of the RTC game editor?
Effectively the formula would be - put inactive sword into place X, replace inactive sword with active sword with X charges, when used revert back to regular sword.
I am designing a new dungeon with lots of powerful, but limited use arcane weapons. These can change as the game progresses, gaining and losing abilities.
Some of them will need to be 'activated' by fulfilling certain mini-quests.
For instance, a sword with a core of fire can be 'activated' into a full on flaming brand of doom by poking it into the fires of an altar!
However is it possible to do all this within the scope of the RTC game editor?
Effectively the formula would be - put inactive sword into place X, replace inactive sword with active sword with X charges, when used revert back to regular sword.