Character pictures?

mason7479
26 Mar 2013, 12:28
Is it possible to create varibles that change depaending on what your wearing, your race etc, then display an image to show this?

E.g.
Weapons - sword = 100, axe = 200, bow = 300
Armour - Leather = 10, Mail = 20
Race - Orc = 1, Human = 2, Dwarf = 3

Picture equals Weapon + Armour + Race

121 would be a picture of an Orc wearing Mail and carrying a Sword?

Does that make sense?

Cheers

jager
26 Mar 2013, 16:48
This would be useful...

Asyranok
27 Mar 2013, 00:04
I'm not sure what is different between how variables currently work and what you want from them?

By definition, a variable is something that can "vary" based on the definitions you give it on the fly.

HegemonKhan
27 Mar 2013, 01:22
if someone was willing to draw all those different pictures of the various states of characters, and offer them publically, then sure, now... who's going to draw all of those designs for the public uage, and then who's going to code it all in, too ? ;)

mason7479
27 Mar 2013, 08:25
Well because its not a commercial venture and just a bit of fun, i was gonna screenshot images from skyrim.

I'd be willing to sort scenery and figures for people.

mason7479
27 Mar 2013, 08:38
I think ive attached an example?
test.jpg

mason7479
27 Mar 2013, 13:00

I'm not sure what is different between how variables currently work and what you want from them?

By definition, a variable is something that can "vary" based on the definitions you give it on the fly.



Okay, maybe my question is...

How the chuff do I set a global varible to equal the sum of three other global variables? lol

Thanks

TriangleGames
27 Mar 2013, 13:45
Setting the primary variable itself would probably be handled well in the method you laid out yourself. Use an Int variable and set it based on the addition of other Int variables using "places" to represent the different pieces, "ones place" for race "tens place" for weapon, etc.
I'm using "PC" to mean "player character."

When player selects orc as race, use Set a variable: PC.race = 3
When player equips an axe use Set a variable: PC.weapon = 40
When player equips a large shield use Set a variable: PC.shield = 200

When ready to display the picture use Set a variable: PC.picture = PC.race + PC.weapon + PC.shield
(result: PC.picture = 243)

Translating that variable (PC.picture) into an image file would be a separate script or function, possibly using a switch. Unfortunately, it would have to be a very large switch, as it would have to include every possible image file. Essentially, the switch would check the variable PC.picture and display a different image for each case using image tags in messages. It might look something like this:

Switch: PC.picture
--Case: 1 = msg ( {img:human.png} )
--Case: 11 = msg ( {img:human-shortsword.png} )
--Case: 111 = msg ( {img:human-shortsword-smallshield.png} )
... ... ...
--Case: 213 = msg ( {img:orc-shortsword-largeshield.png} )
--Case: 243 = msg ( {img:orc-axe-largeshield.png} )


On a related issue, using images from a game like Skyrim might work for this purpose, but the idea that copyrighted material can be used without permission so long as there is no profit gained is a common misconception. While there would be no money to sue for, if Bethesda Softworks asked you to take down the game, you would still be legally required to comply with their request.

EDIT:
There may be a better method than using the Switch, such as a StringList. Someone who's more familiar with using StringLists might be able to offer a better explanation. I think you could make a StringList that contained all the messages with image tags and then call a string from the list using PC.picture, but I'm not EXACTLY sure how to do that.

jaynabonne
27 Mar 2013, 17:44
You could also just use the same naming convention for the pictures (or use letters like "h" for human, etc to keep from going insane), and then just do:

msg (" {img:pic" + PC.picture + ".png}" )

So your images would be named pic110.png, pic243.png, etc

(Note: you do need quotes around the {img:...} tag.)

TriangleGames
27 Mar 2013, 20:29
jaynabonne wrote:...
msg (" {img:pic" + PC.picture + ".png}" )
...



msg (KeanuReeves.woah + " :shock: " )

jaynabonne
28 Mar 2013, 12:45
You have to *feel* the Matrix... lol

sonic102
03 Apr 2013, 02:42
In your OP example there are 18 possiblities: 111, 112, 113, 121, 122, 123, 211, 212, 213, 221, 222, 223, 311, 312, 313, 321, 322, 323.not much, I say.

sonic102
03 Apr 2013, 02:53
jaynabonne wrote:(Note: you do need quotes around the {img:...} tag.)


those aren't quotes, those are brackets!

Pardon me, but I just want to prove you wrong once :D :D

jaynabonne
03 Apr 2013, 08:39
Pfft, I'm wrong all the time. lol

What I meant was, in TG's response he had put:

msg ( {img:human.png} )

For completeness, I was just pointing out that you need:

msg ("{img:human.png}")

with the quotes. :)