(01-02-2015, 11:53 AM)Kiefer D Wrote: This is super awesome! Normally I stray away from any type of rechargeable items in games because I generally feel like its a waste of resources but the amount of effort required to charge these seems extremely reasonable. Its going to be nice to have a use for poop-tier guns because I don't care for crafting, but I do like passive/active gameplay bonuses. I'm not super creative, but I'll try to make a suggestion.
Name: Reload Crystal
Stat Required for charging: Firerate
Effect: +% reload speed
Drain Rate: Whatever makes sense for game balance
Color(Color of the crystal icon, in RGB(red green blue) format): 128,0,128 or some type of purple
Credit line: No sleight of hand required!
I'm not entirely sure if reload speed is something that can even be modified, but I've always wanted something that had an interaction with reload speed.
It took me a good 4 hours, but I managed to come up with a way to overwrite the internal "DefaultReload" function source uses(to globally effect 90% of weapons), with my own function that accounts for a reload speed stat!
So far it's working pretty good, there were a few odd animation bugs as I'm handling all the reload animation stuff with my function(rather than letting source engine handle it), the only exception I had to manually code in is for shotguns, everything else seems to work good!
So I went ahead and made this crystal as a test run, it works great.
I even tried my new system of adjusting the effect stat% based on the charge of the crystal. it works pretty good too, but I'm afraid that may scare people away from them as the effect is decreased as the charge lowers.
I have it so a crystal with full charges(10/10) will have the FULL effect of the crystal, and it scales down, so 5/10 charges you would have 50% of the effect and so on. Do you guys think this would scare people away from using them?