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 71 
 on: January 22, 2018, 04:43:44 PM 
Started by CraigStern - Last post by CraigStern
-- fixed timing issues relating to the new turn box, OnTurn/OnLoaded dialogue, and/or the victory screen overlapping one another under certain conditions.

 72 
 on: January 22, 2018, 03:47:01 PM 
Started by CraigStern - Last post by CraigStern
-- characters can now equip and unequip items within the reserve supplies screen.

-- repositioned item option buttons (and tooltips on item option buttons) within the reserve supply screen to avoid situations where some or all of them would not be visible.

-- implemented the EndBattle/WinBattle and LoseBattle actions, permitting custom victory and loss conditions.

 73 
 on: January 22, 2018, 09:21:06 AM 
Started by CraigStern - Last post by CraigStern
In the new system (but not the old one), every item instance actually does have its own unique numerical ID! So theoretically, I could implement a system in which the game lets you get the ID for an item in a character's inventory by various methods, and then have an Action that lets you modify the properties for an item by its ID--but I foresee issues with getting the game to pull the correct item when duplicates of a given item types reside in a character's inventory. Suppose you want to upgrade Character A's Bandages, but that character has three different Bandages sitting in their inventory. Which one is the game supposed to pull the ID for? Is it supposed to create an integer list of IDs, each of which the scripter than then inspect the properties of via further Actions in order to pull the correct item? All of this is possible, but you can quickly see what a pain this would turn into to implement. I'd probably have to make it hook into the dialogue UI somehow to present the player with a list of items, with a given stat for each shown in parentheses, so that they could make selections.

The nice thing about an action that just acts on equipped items is that each character can only have one thing equipped in each slot, the fact that an item is equipped already shows that that item is useful to the character, and the UI interaction for changing equipped items is already implemented. :)

 74 
 on: January 19, 2018, 05:17:15 PM 
Started by CraigStern - Last post by bugfartboy
Gotcha. I guess my question is, what would you be using it for?
That's a valid question.  A simple system that comes to mind is a weapon repair service that could charge the player variable amount of Aura based on the item's consumedAfter stat, or could perhaps enhance a stat on the weapon (maybe enabling whetstones to boost the weapon's strPlus stat instead of directly modifying the character's stats).

Another, much more complex, system that comes to mind is one that would allow the player to collect herbs and mix concoctions for healing wounds, boosting abilities and resistances, or cure status effects, by modifying the stats on a single item.  It'd effectively be custom potion brewing, themed a bit more in line with the Telepath universe, without requiring a unique item class for each potential combination of effects.

(It would be rather difficult to develop a scripting framework for item stat modification based upon inventory List position that would actually be useful to modders, since any kind of item can be in any position--there would need to be a variety of Actions just relaying the various properties of items at any given inventory position just to let you discern which item to act upon!)
That's true.  Another potential method of accessing an item (that comes to mind) could involve adding a read-only id to each and every item instance that could be used in lieu of characterName,itemIndex to pick an item. Without knowing the intricacies of the engine, this could simplify the issue you mentioned, although it would bring with it a set of new complications.  Passing that item id to the script would require a new action, and the calling script would, at least once, need to go through extra work to determine if that id corresponds to the item or item type it wants. I could also see determining which character/object is actually carrying the item (which could be necessary to actually get/set an item's stats), if an item with that id even exists within the current map or shared inventory, increasing time complexity in a very nasty way (since nested for loops, one for the units on the map and one for the items in each inventory, are an O(n2) operation).

Spoiler
Another alternative method would be adding in support for a vetted scripting language, such as Lua, although I imagine that would require a total overhaul of both the game engine and already existing maps.

TL;DR: I can imagine a couple use cases for being able to more directly manipulate items, but I can definitely understand not wanting to implement it.

 75 
 on: January 19, 2018, 02:29:18 PM 
Started by CraigStern - Last post by CraigStern
-- worked on character background dialogues some more.

-- fixed a handful of issues regarding the formatting and behavior of pop-up item tooltips, particularly in the reserve supplies screen.

-- fixed a bug that would cause certain weapons to generate with unlimited durability.

 76 
 on: January 19, 2018, 08:47:36 AM 
Started by CraigStern - Last post by CraigStern
Gotcha. I guess my question is, what would you be using it for? (It would be rather difficult to develop a scripting framework for item stat modification based upon inventory List position that would actually be useful to modders, since any kind of item can be in any position--there would need to be a variety of Actions just relaying the various properties of items at any given inventory position just to let you discern which item to act upon!)

 77 
 on: January 19, 2018, 08:41:08 AM 
Started by CraigStern - Last post by CraigStern
Ha ha, thanks! :D

 78 
 on: January 18, 2018, 09:16:55 PM 
Started by CraigStern - Last post by Duskling
WOOHOOHOO! Excited! No worries about the project not getting funded - my belief in its success will manifest itself! By March, I might even be able to help in the Kickstarter. Third time's the charm!

 79 
 on: January 18, 2018, 04:12:42 PM 
Started by CraigStern - Last post by CraigStern
-- the reserve supplies screen now supports an unlimited number of pages of items (displaying 48 items max per page).

-- there are now Next and Previous buttons to let you flip between pages of items when there are more than 48 items in your reserve supplies.

 80 
 on: January 18, 2018, 04:00:10 PM 
Started by CraigStern - Last post by bugfartboy
While I was thinking something a bit more general use, you got the gist of it. Something like GetItemStatTo/characterName,itemIndex,statName,targetVariable, which could set the specified variable to the requested stat, and SetItemStat/characterName,itemIndex,statName,operation,modifyingValue which could modify the specified stat in a manner similar to the actions used to set character stats. itemIndex, in these cases, would be the position of an item in a character's inventory, assuming the data structure you're using to store items on characters is numerically indexed (such as an array).

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