Is There A Way To Manipulate The Look Of The Health System?

TextingStories
09 Jun 2012, 06:42
Is there a way to manipulate how your health is actually shown to the player. For instance, what if I wanted Beer Bottles as a health meter and they would be slowly taken away or broken or removed entirely one by one until nothing was left or a guy's face that would get rougher looking with blood and bruises? (Like from the DOOM series of games.) I am not saying it has to be super fancy with awesome graphics, but just something so you know they are beer bottles and they are breaking, thus your health is diminishing. As with everything else I am code intolerant so if any one knows how and is kind enough to share it, can you explain it where someone that knows nothing of code can understand it? Thank you.

sgreig
09 Jun 2012, 07:18
As far as I'm aware, you can't add any graphics to the UI in Quest. You could make a custom command that displays pictures for the characters health in the game window, but you can't put them in the pane on the right.

Pertex
09 Jun 2012, 16:50
TextingStories wrote:Is there a way to manipulate how your health is actually shown to the player.


It doesn't make sense to manipulate the integrated healthstatusattributes but you can create your own status attributes

TextingStories
09 Jun 2012, 19:27
Pertex wrote:

"TextingStories"

Is there a way to manipulate how your health is actually shown to the player.



It doesn't make sense to manipulate the integrated healthstatusattributes but you can create your own status attributes



And would that thus manipulate and or change how the health system looks?

sgreig wrote:As far as I'm aware, you can't add any graphics to the UI in Quest. You could make a custom command that displays pictures for the characters health in the game window, but you can't put them in the pane on the right.


If I do it that way, is there a way to make it where each time you are hit and or gain health the bottles disappear more and or come back from being broke and a small picture pops up as you suggest? Would there be a way to press a key or type in a command and that health system, not the generic one would pop up?

sgreig
11 Jun 2012, 01:32
TextingStories wrote:If I do it that way, is there a way to make it where each time you are hit and or gain health the bottles disappear more and or come back from being broke and a small picture pops up as you suggest? Would there be a way to press a key or type in a command and that health system, not the generic one would pop up?


If I understand what you're asking correctly, yes. But the health system using the images won't be constantly displayed like it is on the status pane. Say for example you wanted to use text-based checkboxes like "[X]" and "[ ]", it would look something like this:


> health

[X][X][X][X][X]

> attack troll

You miss the troll.
The troll hits you with his battle-axe for 2 points of damage.

> health

[X][X][X][ ][ ]


TextingStories
11 Jun 2012, 16:18
sgreig wrote:

If I understand what you're asking correctly, yes. But the health system using the images won't be constantly displayed like it is on the status pane. Say for example you wanted to use text-based checkboxes like "[X]" and "[ ]", it would look something like this:


> health

[X][X][X][X][X]

> attack troll

You miss the troll.
The troll hits you with his battle-axe for 2 points of damage.

> health

[X][X][X][ ][ ]



Hmmm... well that is getting slightly closer to what I am looking for minus it being on the game screen opposed to where I would like it. Pertex mentioned I could possibly use my own Status Attributes. Would it show up on the Health Screen it self? And if so, would there be a way to "hide" the original health system while still using it? In other words, I want health in my game, not so much this current game, (I'll explain later...) but for future ones. So the health system will have to function properly and the [X] [X] [X] [ ] [ ] would have to function as the health it self. Since I can not change the way health looks, is there a way to fool the game into producing the desired effect I want regardless. Health is still there, but you can not "see" the 100%, 85%, 22% etc. (As in invisible, but still functioning in the background.) Only [X] [X] [X] [ ] [ ] could be seen? And for the Status Attributes can I download pics and or create them myself? Like if I wanted to make a "horizontal health bar" system. I would just draw lines ------------, -------, -- etc? (Real lines, not those. Mine would be colored and drawn using a ruler. :mrgreen: )

sgreig
11 Jun 2012, 19:47
You don't "have" to use the default health system in Quest. Really, it's just another variable to keep track of, so you can do it however you want. As a matter of fact, if you used text-based checkboxes like I mentioned in the previous post, you could probably put those in the status pane as long as there was enough space.

But like I said, since it's just another variable, you can come up with whatever way you want to track health. The only thing you're kind of limited by is the way to display it to the player, and even that could change in future versions of Quest. If you really think outside of the box, there could even be other ways to display a persistent graphical health system to the player but things like that would obviously be a lot more complicated to implement.

TextingStories
11 Jun 2012, 23:15
sgreig wrote:You don't "have" to use the default health system in Quest. Really, it's just another variable to keep track of, so you can do it however you want. As a matter of fact, if you used text-based checkboxes like I mentioned in the previous post, you could probably put those in the status pane as long as there was enough space.

But like I said, since it's just another variable, you can come up with whatever way you want to track health. The only thing you're kind of limited by is the way to display it to the player, and even that could change in future versions of Quest. If you really think outside of the box, there could even be other ways to display a persistent graphical health system to the player but things like that would obviously be a lot more complicated to implement.


I generally do not have a problem thinking out side the box. It is the fact that I have no way of knowing or figuring out by myself (At least at the present moment) how to make cardboard to even make it into a box shape... or pyramid or sphere or what ever else... I am codeless... (Get it? "codeless"... like "clueless" Hahahaha! :lol: Ahh come on! It was funny! :( )

sgreig
12 Jun 2012, 06:53
The nice thing about Quest is that there are ways to do pretty much anything you want, within reason. Obviously since it's a text adventure system, the ability for graphics is much more limited, but aside from that you can do pretty much anything.