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Ssalamanderr Simply too strong. Simply too beautiful!

Joined: 14 Feb 2003 Posts: 208 Location: Out somewhere, Chillaxing.
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Posted: Sun Sep 26, 2004 6:12 pm Post subject: Is there any easy way to do this? |
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All right, I came up with an idea for a battle system (sorta) and actually started working on my game again. Basically, there are several classes of weapons (dagger, 1-handed sword, 2-handed sword), and you can use multiple weapons at a time (so a 1-handed sword and a dagger, or two 1-handed swords). I've got the items and attacks all set up, but now I have to figure out how to give the player the appropriate item when they find two weapons that can be used together.
At first I thought I could just make a shop, and use tags to make the item appear (so if you had both the Mercury Dagger and the Mist Blade, the Mist/Mercury item would appear in the shop). Unfortunately, the shop only allows me to check for one tag when buying (and one when selling, which doesn't help).
So at the moment it looks like I'm going to have to write a massive plotscript that checks for what weapons you have and adds the combinations every time you find a new item. As I am lazy to the extreme, I don't want to do that. So, does anybody know if there is an easy way to do this? Any help would be greatly appreciated. _________________ Ssalamanderr's Journal!: http://www.livejournal.com/users/ssalamanderr/
Ukelele no good! |
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Jjkaybomb Brunettes have more hair

Joined: 04 Sep 2003 Posts: 267 Location: Hunting with the mouse
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Posted: Sun Sep 26, 2004 6:47 pm Post subject: |
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Go up to James Paige and demand information or a better way from him. Shouldn't this be on the plotscripting forum then? _________________ A man once said to the Universe "Sir! I exist!"
"However," replied the Universe, "This does not create in me a sense of obigation."
~Stephen Crane |
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Flamer The last guy on earth...

Joined: 04 Feb 2003 Posts: 725 Location: New Zealand (newly discovered)
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Posted: Sun Sep 26, 2004 9:09 pm Post subject: |
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it'll be better if he tried to look at this first.
unfortunately, you'll need a huge plotscript to check if the player has "so-so" item in his/her inventory.
actually, the plotscript will only contain if statements and call shops.
you could try adding if statements in small increments, rather than write the entire thing and find you left something. or find someone who could help you do it for you. _________________ If we were a pack of dogs, IM would be a grand Hound, CN would be a very ficious little pitball, and Giz...well, it doesn't matter breed he is, he'd still be a bitch
(no offense to anyone that was mentioned) |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Mon Sep 27, 2004 4:47 am Post subject: |
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Wait, so you want to change their attacks based on what combination of weapons they are using?
The best way to do this is to just use script that constantly checks what everyone has equipped and assigns them the proper abilities based on their equipment. Unless you want these ability-teaching items in shops for a specific reason (you have to buy them, or something), you might want to go that route as it saves you a bunch of item slots.
Sorry if I mis-interpreted. Also I'm moving this to the plotscripting forum. _________________
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Ssalamanderr Simply too strong. Simply too beautiful!

Joined: 14 Feb 2003 Posts: 208 Location: Out somewhere, Chillaxing.
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Posted: Mon Sep 27, 2004 6:14 pm Post subject: |
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Aethereal, I've got it set up so that the player can use multiple weapons (actually one weapon with chained attacks) I just want the game to automatically add new combos to you inventory when you find a new weapon. So if you find a dagger that you can use with a sword you already have, a new item will become availiable that represents using both the dagger and the sword in battle. (Sorry, it's a bit hard to explain.)
I am using what you suggested for the magic system though. The wizards in my game gain their power by wearing "Bloodstones" which contain the power of demons and spirits.
Anyway, looks like I'm finally going to have to do some plotscripting (I've been avoiding it). _________________ Ssalamanderr's Journal!: http://www.livejournal.com/users/ssalamanderr/
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Tue Sep 28, 2004 2:26 am Post subject: |
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Aethereal wrote: | Wait, so you want to change their attacks based on what combination of weapons they are using?
The best way to do this is to just use script that constantly checks what everyone has equipped and assigns them the proper abilities based on their equipment. |
That's just asking for a script buffer overflow. Unless you have moves that can be used outside of battle, the best way would be to check the equiped items and assign the appropriate abilities in the instead of battle script and remove the abilities in the after battle script. _________________
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Uncommon His legend will never die

Joined: 10 Mar 2003 Posts: 2503
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Posted: Tue Sep 28, 2004 8:12 am Post subject: |
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It won't necessarily cause a buffer overflow. My newbie game three years ago used an each-step script to check for a job system, and it didn't overflow the buffer. |
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Aethereal SHUT UP. Elite Designer


Joined: 04 Jan 2003 Posts: 928 Location: Gone! I pop in on occasion though.
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Posted: Tue Sep 28, 2004 10:20 am Post subject: |
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Nor does Magisteral's weapon-skills script, which changes EVERYONE'S skills based on what weapon they have -- and there are about 70 weapons. :\ In fact, I didn't even notice any lag, although that could be because I don't have a pathetic computer. ^_^; _________________
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Tue Sep 28, 2004 3:17 pm Post subject: the way I imagine this working.... |
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A feature like that would add a lot to the battle system, but plotscripting it would be a royal pain.
I would like to add something like this in the future:
One or two tags in the Hero Spell List editor for each attack. I think this would be in addition to, not instead of the learned-from-item/learned-at-level settings.
A more advanced attack chaining system that could allow tag-depedant chains, either-or chains, and substitute-attack chains.
Yeah, that would be cool. Posts like this motivate me sometimes :) |
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Machu Righter, a person who rights wrongs

Joined: 09 Jul 2003 Posts: 737
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Posted: Tue Sep 28, 2004 3:29 pm Post subject: |
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Even if you can't do it, James, write down cool ideas for Hamster Wheel! _________________
Code: | [*]That's it
[*]I'm done reasoning with you
[*]Starting now, there's going to be a lot less conversation and a lot more killing |
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junahu Custom Title: 45 character limit

Joined: 13 Jan 2004 Posts: 369 Location: Hull, England
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Posted: Wed Sep 29, 2004 4:05 am Post subject: |
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Uncommon wrote: | It won't necessarily cause a buffer overflow. My newbie game three years ago used an each-step script to check for a job system, and it didn't overflow the buffer. |
I stand corrected. _________________
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