i actually believe there is nothing impossible
well, at LEAST most of my items are NOT impossible
for example, the hardest one Deck of Fate, i had advice from a really experienced editor, here is what he said:
The trick to this is to make numerous groups of 4 card 'spells.' Then, when you use the item, it will pick one of these spells randomly, and it will spew out 4 effects. Note that I'd probably make a new graphic for the cards so it looked like 4 were being thrown.
Each of the effects below would have to be put in different combinations in different spells. If you wanted the cards to be truly random, you would need around 225 different combinations (or spells).
"The Deck is automatically shuffled each day." <--It will simulate this with the random effects.
"from Ace of any kind to Ten of any kind: piercing dmg according to the number on the cards (a Five will do five piercing dmg)" <--simply do some random damage like 1D10 or something... I wasn't really sure exactly what numers you wanted for this one.
Jack of Clubs (the assasin): a successful hit result a save vs death or suffer 24 poison dmg for the next four rounds. Successful saving throw reduce the dmg and duration by half. <-- I'm sure we all know this one is really easy.
"Jack of Diamonds (the fortune): a successful hit will result target with Bless and Luck for four rounds
Jack of Hearts (the male lover): a successful hit requires target to make save vs spell or be Dire Charmed
Jack of Spades (the illfortune): a successful hit result a similar effect to Greater Malison and Bad Luck, though it only lasts for one turn
Queen of Clubs (the witch's curse): a successful hit requires the target to save vs spell at -2 or lose 2 strength, 2 cons, and 2 dex for the next turn
Queen of Diamonds (the maginificent): a successful hit requires a save vs spell at -2 or be silenced for one turn
Queen of Hearts (the female lover): a successful hit requires target to save vs spell at -2 or suffer spell, Emotion: Hopelessness" <-- All these require is putting a Save vs. Spell and the effects of the spell on pre-target.
"Queen of Spades (the fate's mistress): a successful hit depends on the target's fateful coin. If the target's fateful coin landed on fortune side, then he will be immediately healed, and remove all negative effect. If the target's fateful coin landed on ill side, his HP will be reduced to one. If the target's fateful coin laded on edge, then do nothing." <--Simple... 1-45% chance for a heal effect, 46%-90% chance for a harm effect, 91%-100 for nothing to happen.
"King of Clubs (the warrior): a successful hit requires save vs spell at -4 or suffer 40 bleeding dmg" <--that one's easy.
"King of Diamonds (the greed): a successful hit requires save vs spell at -4 or doubles all dmg inflicted on target for the next four rounds" <--this one's a little more difficult than the others. What I'd probably do is use Resistance to Slashing, Piercing, etc. with a negative modifier. i.e -100.
"King of Hearts (the wisdom): a suceesful hit have target rememorise two of his used spells, start from the highest level
King of Spades (the final judge): does 13 slashing dmg
small Hades (Death's portion): (to hit roll is NOT required) save vs death at -6 or die" <--yup, these are all easy.
"If four cards of a same kind are thrown, they do double dmg. This only applies to from Ace to Ten" <--put a small chance to do double damage on each of the Ace-Ten cards.
"Note #2: King of Spades has no special power, because it is the only remaining card that hadn't trapped a soul. If King of Spades is used to kill a target AND successfully trapped its soul, something will happen" <--Have equal chance effects to trap the target's soul, kill the target, and one that will do both as well as "something special."
So, who's up to making this?
of course, reality is different from theory, but he got everything planned out nicely, i am thinking when i am a bit more exprienced with IEEP, I will try scripting
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