COMPLETELY NEW WAY OF DOING INVENTORY
Elexxorine
25 Mar 2005, 10:29ok about half 11 two nights ago i had a huge brainstorm, trying to work out a way of having multiple items for TBC, my rpg game, because you can create clones but that would be fiddly. my brain storm was this:
instead of having real objects, which you give and take from the player, they have a status variable for each object they can get. the number is how many they have. when for example your buying something it just adds 1 to that value, selling -1.
this also can be used for rpg's nicly because you can do encumberment by just adding the values (bigger things can have times on them) and testing it against your strength.
equipment can be done when you have a value for each slot (body, legs, feet, hands, cape, head, beat, tail, wings (if you have those) ), you just set them to a number code for each object you can wear, and hey presto. you can look at the values to work out armour and attack bonuses etc.
that's it so far. please tell me what you think, cos this could be very good for all rpg's to come.
instead of having real objects, which you give and take from the player, they have a status variable for each object they can get. the number is how many they have. when for example your buying something it just adds 1 to that value, selling -1.
this also can be used for rpg's nicly because you can do encumberment by just adding the values (bigger things can have times on them) and testing it against your strength.
equipment can be done when you have a value for each slot (body, legs, feet, hands, cape, head, beat, tail, wings (if you have those) ), you just set them to a number code for each object you can wear, and hey presto. you can look at the values to work out armour and attack bonuses etc.
that's it so far. please tell me what you think, cos this could be very good for all rpg's to come.

007bond
26 Mar 2005, 02:35that's a pretty good idea, however, in something like an RPG, you'd end up having millions of status variables. Maybe Alex could implement something like folders for things like status variables and timers.
Elexxorine
26 Mar 2005, 10:32maybe.... thanx for looking 

Christopher
28 Mar 2005, 06:41Not that I want to brag or anything, but I actually did use status variables for items and tested for carrying limit in my own uncompleted game, RPG. Using clones is easy enough, just add a variable such as %healing_potions_bought% for each item and when you need to buy (or in someother way create a potion) one, just increment %#item#_bought% and clone the object #item# to the object #item#%#item_bought#%! I basically did equiptment the same way.
Still if you figured them out yourself, that's still pretty impresive.
If you want to take a look at how I did things, you can find my unfinished game on my website.
Still if you figured them out yourself, that's still pretty impresive.

Elexxorine
28 Mar 2005, 09:28it breaks on opening, it says it has an error in the game......