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 81 
 on: August 27, 2018, 03:43:45 PM 
Started by CraigStern - Last post by CraigStern
-- implemented the AddTag script action. I rewrote this one so that it takes a single character name (or ID[]) parameter, followed by the tag written out just as you'd normally write it anywhere else: namely, with the tag name and any tag parameters, delimited by commas. For instance, this will stick a TargetValue,0.5 tag on the character Bob Sneakyface:

Code: [Select]
AddTag/Bob Sneakyface,TargetValue,0.5
In this way, AddTag now supports an arbitrary number of parameters, depending entirely on how many parameters the tag you're using requires! (Note that AddTag will work even if the target character is not present on the battlefield, just so long as the targeted character appeared in the player's army in a previous scene!)

-- implemented the RemoveTag script action. This removes all tags matching the parameters provided, but ignores tags added via character equipment. Thus, this will remove all TargetValue tags from Bob Sneakyface...

Code: [Select]
RemoveTag/Bob Sneakyface,TargetValue
...except for those which are granted to him via his equipment (such as an equipped Shadow Cloak).

-- stock slots in the shop editor window within the cut scene editor now display the % chance to appear alongside their categories, making it easier to keep track of what's what.

 82 
 on: August 24, 2018, 02:55:18 PM 
Started by CraigStern - Last post by CraigStern
-- added the game's first-ever cut scene Condition: Calendar. It comes with two parameters: (1) an operation to change the number of days passed (consisting of an operator, a colon, and the amount); and (2) true or false, telling the game whether or not to automatically advance to the next scene after displaying the calendar. For instance, this will call up the calendar while advancing in-game time by a single day, and then proceed to the next scene:

Code: [Select]
<Condition>Calendar,+:1,true</Condition>
-- the item box in the edit stock window for the shop editor now auto-sorts the items based on the stock type. (If it's a Weapons stock, for example, it'll sort the items so that weapons all appear first.)

-- the item box in the edit stock window no longer lists items with a useableWith of "automatic," as those are items specifically meant to trigger scripts when picked up on the battlefield (e.g. coin sacks).

-- created a missing "shadow" graphic for generated plated boots.

-- tweaked a bunch of item descriptions to better fit within their tooltips.

 83 
 on: August 23, 2018, 02:00:49 PM 
Started by CraigStern - Last post by CraigStern
-- the cut scene editor now supports adding, removing, editing, and swapping around stocks of items for any given shop you're editing. The stock editing window comes with its own sub-window showing every item existing in the campaign for you to choose from when deciding which items the shop will stock; you can click each item to add it. (Unlike the version of this sub-window found in the character creator and map editor, this one supports placing procedural equipment!)

-- created "shadow" versions of the images for all types of procedurally generate-able equipment, used in the above-mentioned item sub-window.

-- all custom campaigns now come with a single example shop named "Default Store" in their Introduction.xml file, ready to use in the campaign (or simply use as an example).

-- fixed a bug in which the cut scene editor would sometimes trigger menu hotkeys while one was typing things into input fields.

 84 
 on: August 22, 2018, 02:50:32 PM 
Started by CraigStern - Last post by CraigStern
-- the cut scene editor now successfully loads and saves shops found within a cut scene.

-- the cut scene editor now successfully displays all shops in the cut scene via the Edit Shops window, and previews their properties on mouseover.

-- when the game creates XML files, it now adds additional line break and tab formatting to produce much more human-readable files.

-- you can now create a new shop (or edit an existing shop) via the Edit Shops window in the cut scene editor. Everything except editing and manipulating stocks is currently working.

 85 
 on: August 21, 2018, 04:01:25 PM 
Started by CraigStern - Last post by CraigStern
materials an item can be made from is the intersection of its shop list and its inherent list?

Yup! Different item types have a hard-coded list of materials they can be generated from, and shops can stock generated items produced using some subset of that hard-coded master list.

 86 
 on: August 21, 2018, 03:58:37 PM 
Started by CraigStern - Last post by CraigStern
-- began working on a Shop Creator within the cut scene editor.

 87 
 on: August 21, 2018, 08:15:14 AM 
Started by CraigStern - Last post by ArtDrake
Potentially silly question, but does

Code: [Select]
materials="Leather/Boiled Leather/Wood/Bronze" num="1-5" chance="20">Armored Plating,Light Plating,GEN:Main Gauche,
imply leather parrying daggers? Or is there some cool functionality giving each item, like, a list of allowable materials, so then the true list of materials an item can be made from is the intersection of its shop list and its inherent list? And if so, does something bad happen if the intersection is empty?

 88 
 on: August 20, 2018, 03:07:39 PM 
Started by CraigStern - Last post by CraigStern
-- migrated the shop interface to the "Cut Scene" Unity scene so that it can be used as part of custom campaign cut scenes.

-- finished implementing the AddPortrait action in cut scenes.

-- the options menu is now accessible within cut scenes.

-- added new ShowInfoBar and HideInfoBar actions; these cause the info bar (the thing that shows the player's current aura and food, as well as the current date) to appear and disappear from the top-left of the screen during cut scenes.

-- added predictive text entries and descriptions for the new actions.

-- the dialogue menu no longer shows a "Click to Continue" message on 1-reply branches when it's opening a shop interface.

-- fixed a bug in the way that the game was capturing the shop name from within <Shop> tags.

-- received the Ship cut scene background!

 89 
 on: August 17, 2018, 03:15:05 PM 
Started by CraigStern - Last post by CraigStern
-- created an editable XML data format for shops so that you can create shops that are distinct from one another (as opposed to the current setup, in which there is a single, hard-coded shop).

This is how the game's default shop ("Agarwal's") looks in XML form. The cost to buy any given item is unchanged from the item's default value; the base sale price is 50% of an item's default value; item quality varies between terrible (0) and really good (4); and food costs 3.0 aura per unit, rounded to the nearest whole number. This shop has 14-19 randomly chosen weapons, 14-19 randomly chosen armor pieces, 2-5 randomly chosen pieces of Misc. equipment, food in varying quantities, and all of your basic consumables every time you visit. On any given visit, it also has a 50% chance of a battle primer; a 20% chance of 1-5 advanced weapons; a 20% chance of 1-5 pieces of special armor; and a 20% chance of an orb:

Code: [Select]
<Shop costMultiplier="1.0" baseSalePrice="0.5" itemQuality="2" qualityVariance="2" foodCost="3">Agarwal's
<Stock type="Weapons" materials="Bronze/Iron" num="14-19" chance="100">GEN:Axe,GEN:Bow,GEN:Crossbow,GEN:Knife,GEN:Lance,GEN:Mace,GEN:Spear,GEN:Sword,GEN:Wrench</Stock>
<Stock type="Weapons" materials="Bronze/Iron" num="1-5" chance="20">GEN:Flail,GEN:Halberd,GEN:Javelins,GEN:Longbow,GEN:Rapier,GEN:Throwing Axes</Stock>
<Stock type="Armor" materials="Leather/Boiled Leather/Wood/Bronze" num="14-19" chance="100">GEN:Helm,GEN:Winged Helm,GEN:Boots,GEN:Plated Boots,GEN:Vest,GEN:Mail,GEN:Plate,GEN:Small Shield,GEN:Kite Shield</Stock>
<Stock type="Armor" materials="Leather/Boiled Leather/Wood/Bronze" num="1-5" chance="20">Armored Plating,Light Plating,GEN:Main Gauche,GEN:Wing Armor</Stock>
<Stock type="Consumables" num="0" chance="100">Adrenaline Pills,Apple,Bandages,Caffeine Pills,Eye Drops,Focus Pills,Lead Ointment,Splint,Thermal Paste,Whet Stone,Wine</Stock>
<Stock type="Consumables" num="1" chance="50">Novice Battle Primer,Novice Battle Primer,Novice Battle Primer,Novice Battle Primer,Novice Battle Primer,Novice Battle Primer,Intermediate Battle Primer,Intermediate Battle Primer,Intermediate Battle Primer,Expert Battle Primer</Stock>
<Stock type="Misc." num="2-5" chance="100">Binoculars,Bowman's Gloves,Fur-Lined Cloak,Grapple Chain,Lockpicks,Shadow Cloak,Steamthopter</Stock>
<Stock type="Misc." num="1" chance="20">Blood Orb,Blood Orb,Blue Orb,Energy Orb,Energy Orb,Orange Orb,Power Orb,Power Orb,Swift Orb,Foreseeing Orb,Crystal Orb</Stock>
<Stock type="Food" num="0" chance="100">1,5,10,25,100</Stock> <!-- num="0" means "generate each item listed exactly once" -->
</Shop>

-- created new script action: ShowShop. This grabs the XML shop data for the specified shop, generates stock for it, and pops up the shop interface. (Note that this currently only works in cut scenes--calling ShowShop in battle will do nothing.)

-- fixed a bug in which the game would screw up if you left certain parameters blank in an AddPortrait action.

 90 
 on: August 16, 2018, 01:53:24 PM 
Started by CraigStern - Last post by CraigStern
-- created 13 alternate greetings for the shopkeeper in the in-game shop, to be selected at random every time you visit.

-- created the greeting for the recruiter in the recruitment office.

-- created the initial conversation with the arena manager in the arena.

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