Custom Special Loot

One of the reasons I'm most happy about having the source code is, I can completely get around Loonyland 2's limitations on giving loot to the player.
In the original, you could put potions on the ground for the player, but there was no effective way to put equipment for the player. Boss drops and chests were the only choice, and those are randomized.
I had to invent a janky system that I was only mildly proud of - you COULD give loot to the player, but only non-magical, and the second stat (speed for axes, etc) would always be 0. So... I set up a big series of specials in the level reserved for the Guru's Home, which would detect that you have an axe with 0 speed equipped, and manually set its stats to the correct values.
It was kinda cool... but it'll be SO MUCH NICER after I simply coded a function that, when you pick up an item, recognizes that you are picking up magic loot from the ground... And it just hard-codes in the special loot I want.
The Guru, who I placed in homes all over the world, will have to have a different role - I plan to let him reset your skills (for a fee, eating vegan isn't cheap) but I haven't coded that yet.
Absurd Area
Status | In development |
Author | CPEG |
Genre | Adventure |
More posts
- Modifiers Reworked70 days ago
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