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Custom "Dice" Item


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#1 idontknow8

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Posted 23 August 2016 - 10:55 PM

I'm debating scripting a new item called the "Dice of Doom".  Basically when you use it, a random effect takes place:

 

1:  Rupee Rain:  Link loses 10 rupees but in exchange, 10 "rupees" fall from the sky as projectile weapons rather than currency, damaging all enemies they hit.  They fall in random locations around the screen (20% chance of happening)

 

2.  Heart Burst:  Link loses 1 heart but in exchange, 8 custom "heart" projectiles radiate out from Link, dealing heavy damage (20% chance of happening)

 

3.  Arrow Storm:  20 arrows fall from the sky and form a giant arrow formation in front of Link (15% chance of happening)

 

4. Fireball Cross:  Firewall weapons form a cross, with Link at the center (15% chance of happening)

 

5. Bubble Shield:  Two bubbles rotate around Link for a few seconds, dealing heavy damage (10% chance)

 

6. Instant Clock:  Basically mirrors the effect of picking up a clock, freezes enemies and makes Link invincible (10% chance of happening)

 

7.  Shocking effect:  This is an adverse effect that actually makes Link electrically shocked and deals three hearts of damage (8% chance of happening)

 

8.  Heavenly Blessing: Refills your bomb & arrow counters, hearts, and your magic meter to the max (2% chance of happening)

 

It requires magic to use (no matter what the effect ends up being) and then the script generates a random number from 1 to 100 and depending on what that number is, an effect happens, dealing major doom upon your enemies or on Link (except for the Heavenly Blessing effect)

 

What are your thoughts?  This would be an optional, bonus item you find (very) late in the game and really would just be used for fun and to also demonstrate some creativity when it comes to scripting.

 

Soooo…  Too many effects, not enough or just right?  Unique / worthy enough?  Is it balanced fairly?  Have other ideas for possible effects?  Should any of these be independent items on their own?



#2 Twilight Knight

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Posted 24 August 2016 - 12:22 PM

I think the item would be too overpowered with nearly all effects being beneficial, though I can imagine that one rather has the effects that cost none, than those which require some rupees or hearts.



#3 Jamian

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Posted 25 August 2016 - 08:07 AM

In my experience, items with random effects are very difficult to balance. It depends on your quest though. If it's gauntlet kind of quest, it may work just fine. But if it's a more puzzle-oriented quest, the effects might ruin the puzzles you had in mind.

 

How about:

1-5 Kills all the enemies in the room

6 Kills Link

 

;)

 

Another idea: if it's an item you can obtain more than once, one of the effects could be that you lose the item. It would prevent the player from spamming it, even if most of the effects are beneficial.


Edited by Jamian, 25 August 2016 - 08:11 AM.


#4 Alestance

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Posted 04 September 2016 - 10:04 AM

How about instead of making it require magic, relegate it to an extremely rare item drop. When you pick it up is when the dice is rolled.


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