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Inventory designs

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Jun 24th, 2018
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  1. (Inventory/Character) - Start off by setting up a framework I guess for the inventory. I personally think the inventory will need to be developed first as it is a huge part/role in the rest of the script.
  2. The inventory will include slots for every item obtained, obviously speaking. Then for the character page of the inventory, sorta like an MMORPG or something, there will be sections
  3. for lettings play equip their items. These sections will include a primary, a secondary, a melee, a model, a hat, and a mask. The inventory will have unlimited slots for any items that
  4. players will get from unboxing crates or getting as a random drop. In the character player section, players can their items equipped with a scene of your choice, I know Garry's Mod already
  5. has some presets like that. One thing I want to highly focus on in the inventory is it being as refined as possible, I don't want something half assed or something that isn't flexible with other things.
  6. This is the gist of the actually inventory/character part. If there's anything, whoever takes this job, would recommend to help improve it, please tell me.
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  13. (Weapon System) - Next that would need to be developed is the actual weapon/system. The weapon system will be based purely off the CS:S weapons, all of the them. In these weapons, there would be different tiers or rarities.
  14. Each tier/rarity having best stats than the last, but it's random, lets say a mythical would have worse stats than a godlike, but one godlike can be better than a number, all stats are randomly generated when that item is dropped or unboxed.
  15. In these weapons, there will be talents or perks for the weapons. I'm only looking for about 6-7 talents to be coded, not many, but enough for diversity as I stand right now. Obviously, some weapons can have up to 4 talents, if high enough rarity.
  16. 4 talents can only be on the highest two rarities, but they won't always have 4 talents, lets say a godlike weapon can have 3 but the 2nd highest tier could have 4, or vice versa, it's just random, but still sort of set I guess.
  17. These weapons will have "levels" you must hit a certain level to unlock a perk for that one gun. Lets say you hit level 10 on one gun and unlock your first perk or talent, but there is still 3 left to unlock, guns will have set levels for this, not random.
  18. So I.E, perk 1 is level 10, perk 2 is 15, perk 3 is 20, and perk 4 is 30. I'm sure this is sort of understable, hopefully.
  19. Also, one last thing, the stats that I want randomized would include stuff like, rpm, damage, accuracy, etc. We will talk about the types of perks/talents that will be coded when we start the job or when the dev gets to this point of the job.
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  26. (Currency/Crate/Drop System/Shop/Security)
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  28. Currency System - Ok so to be front, there will be a currency, name doesn't matter right now, this currency can be used to buy crates in the item shop. The "currency" can be acquired through scraping or destroying your weapons that you'd get dropped from.
  29. When weapons/models/hats/mask are destroyed, there will be a set price range/in between for each rarity. Lets say the lowest rarity if you scrap it, has a chance to get between 10-20 scrap if you do destroy it. And the next tier could get like
  30. 100-200 scrap if you'd dismantle, and so on. In the future I'd like to expand from this idea by having dailies for players to do, just like any RPG, but right now all I want is the scrap idea.
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  38. Drop System - Ok, so at the end of the round, I'd like for a percentage of players, lets say 3-7 players possibly depending on how many are on to get a random drop at the end of the round. Now, any item can drop or possibly even crates can drop for these players.
  39. But obviously, the better the item, the lower the percentage of that item dropping for that player, so most of the time players would get a common item at the end of the round, but there's always a possibly no matter how small for a player to get one of the best items, but it'd be super rare.
  40. At the end of the round, crates, models, hats, mask, and weapons can drop, only one for each random player obviously, I'll give you a set % of each rarity.
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  48. Crate System - Ok, so crates. Crates can be bought in the shop or dropped at the end of the round. In crates, players can have a higher percentage, not that much higher to receive a better item than receiving one at the end of the round.
  49. When clicking on unbox crate, a scene will up prehand where players can see the names of the items in the crate, ranging in order from lowest to highest rarity in that crate.
  50. When opening a crate, it will feature a similar cs style animation, but in nice and compact form, where players can see a picture of the item scroll by and its rarity, and at the end a message will popup saying what you unboxed along with the stats of it.
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  58. Shop System - Ok, so this is easy, I'd just like to start off with 4 crates in the shop, different kinds, in each crate there will be different items, I don't plan to put a lot in each crate right now, but enough for diversity. Crates will have set prices.
  59. Players will use their currency here to be crates, in crates there can be mask, weapons, hats, and models.
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  66. Security - Security for me is probably one of the biggest things I want to be done well. When I talk security for the whole script I mean stuff like preventing duping, preventing any exploits occurring, I don't want shit code is all I'm trying to say, I want something that works, but works well.
  67. Security for me also includes MYSQL saving, and possibly another form of saving if possible. I don't really know what goes on in this section but I think that's the general idea for security so everything can be fair and not abused.
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  74. After the End (MISC Stuff)
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  76. Drops in chat - So, when an item is unboxed or dropped, it will pop up in the chat, and any player can hover over it and see the stats/item information.
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  78. Item Stats in chat - Players will be able to link their items stats in the chat, allowing for other players to see it, this will be useful for when trading is implemented.
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  80. Hover Stats - So in the inventory, or whenever, players can hover over the item to see it's stats in a slick menu, designs to come.
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  86. This is basically the frame of everything I'd like, we'll obviously go into more depth about weapon % drops, talents, deconstruction prices, etc once everything is set up and properly function.
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