shops + equiping
Elexxorine
20 Feb 2005, 15:071st things first: what are all the shops do you find in fantasy games?
weapon smiths, armoury, clothier, inn, apothecary, general store (food and odd bits) is all i can think of, are there any more? there's also guild houses, training sites, town hall, and peoples houses. is there a building specaily just for getting jobs and quest, if so what it called?
2nd thing: how do you make a shop system where you talk to the shop keeper or type 'shop list' to see all the stuff for sale then type 'buy *thing*' to buy it. you should also be albe to examine the wares, and see what they before buying. and maybe if you sell something others can buy it.
3rd thing: i'm using the typelib, which has many different type of clothing but nothing for weapons, etc. how can i make it so you can equip something and the game gets data from the item and aplies it to your stats. for example: you have a steel wakasashi (short sword) with 4-9 damage, 5 accuracy, and 9 durablity, which are porperties for the item, so when you equip it it sets you damage to 4-9, etc.... and the game refers to those for attacking so if you have no weapon your using your hands..... any ideas?
weapon smiths, armoury, clothier, inn, apothecary, general store (food and odd bits) is all i can think of, are there any more? there's also guild houses, training sites, town hall, and peoples houses. is there a building specaily just for getting jobs and quest, if so what it called?

2nd thing: how do you make a shop system where you talk to the shop keeper or type 'shop list' to see all the stuff for sale then type 'buy *thing*' to buy it. you should also be albe to examine the wares, and see what they before buying. and maybe if you sell something others can buy it.

3rd thing: i'm using the typelib, which has many different type of clothing but nothing for weapons, etc. how can i make it so you can equip something and the game gets data from the item and aplies it to your stats. for example: you have a steel wakasashi (short sword) with 4-9 damage, 5 accuracy, and 9 durablity, which are porperties for the item, so when you equip it it sets you damage to 4-9, etc.... and the game refers to those for attacking so if you have no weapon your using your hands..... any ideas?

paul_one
20 Feb 2005, 18:45My RPG library has equipping armour/weapons/shields working about 90% right now.
All I need to do is add status stuff to it (say you have a "venomous sword" which removes life after every turn - that is a "status effect"... basically, poison - or you have a healing robe which heals you after every turn.)
There's no automatic way to do these in Quest.
All I need to do is add status stuff to it (say you have a "venomous sword" which removes life after every turn - that is a "status effect"... basically, poison - or you have a healing robe which heals you after every turn.)
There's no automatic way to do these in Quest.
Christopher
21 Feb 2005, 03:33(And for a bit of self-advertising
)
My RPG game will also do just about everything you mentioned, so If you can't figure something out before then you can get ideas from my demo (I'll upload it to my website in about ~2-3 weeks) By the way, you don't need to have that many shops. I've never even heard of a clothier before. Oh, and if it helps I'm putting most of my missions and quests in a tavern (you can also buy a beer and listen to local gossip, as well as gamble).

My RPG game will also do just about everything you mentioned, so If you can't figure something out before then you can get ideas from my demo (I'll upload it to my website in about ~2-3 weeks) By the way, you don't need to have that many shops. I've never even heard of a clothier before. Oh, and if it helps I'm putting most of my missions and quests in a tavern (you can also buy a beer and listen to local gossip, as well as gamble).