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Agent of Dread lolwut?? (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 4347 Location: FACEPLANT
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Posted: Mon Oct 22, 2007 3:22 am Post subject: |
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Everybody is doing pets! Aah!
Maybe I should do one too... _________________ FACEPLANT |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Mon Oct 22, 2007 6:48 am Post subject: |
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I already tried that...it doesn't seem to work, although it DOES act like a pet otherwise...
| Agent of Dread wrote: | Everybody is doing pets! Aah!
Maybe I should do one too... |
A.O.D., go ahead! It's fun! Besides, I kinda want a pet Dog (or else a Cat or Horse or Rat) _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Mon Oct 22, 2007 7:05 am Post subject: |
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| Maxaxle wrote: |
No, the Inventor is more of a guy who combines items that do not exist yet (later release), and increases efficiency with weapons (one-shot kills, less misses, and ability to do things that only G'nomes are able to do, yet can also use crossbows/bows like a Rogue or *unfinished* Ranger). |
Of course, I realize this, but it is not wasy to do this in Egoboo, since
1) most of the properties of an object are defined using data.txt and the object's script.txt, which cannot be modified via script
2) the scripting system does not give you access to every single property of a character, so some things would be impossible to change while the script is running
Also, because of the way that the spawn system works at the moment, you can only spawn objects that are in the *.mod/objects directory (or your own inventory which is stored in the players/*.obj/*.obj directory). So, a basic template object for anything that you will want to "invent" must already be in one of these places.
----HOWEVER----
If you just want to modify objects by (for instance) throwing an enchant on them, or if you have a "spellbook" that is actually a wrench that lets you cast a spell on objects you are holding... That might be a good option because there are (I think) 7 colors that you can use for your status bars, and you could just use a different color for the mana and think of a purple mana bar as the "thinking juice" that your inventor has available...
Another option might be to have different "inventor patterns" that you can only pick up if you are an inventor above level X. The "pattern" would actually be a mini-version of the object that you want to "make". If you "successfully make the object", the miniaturized version would become the normal sized object when you drop it... That way, you could store the patterns in your inventory and take them with you from module to module, without having to copy objects into the *.mod/objects dir... |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Mon Oct 22, 2007 7:53 am Post subject: |
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I meant that he would "use", say, a saw in his right hand and cut a wood piece in his left hand into a bow without a string or arrows. Then, he could somehow get whatever can be made into long bow string, then "use" that to string the bow, and eventually "use" the Fletchery Kit (in Beta form on the old Wiki) with a another piece of wood in his left hand to make arrows out of the wood (the wood goes poof in a blood splat of light brown, then arrows appear in the same poof), which he can use with the bow.
Whew, what a mouthful . _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Mon Oct 22, 2007 8:19 am Post subject: |
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That sounds good, but how to implement it? Will you put sticks and and bows in every module? If you actually want to have the character hold an arrow model (instead of just recharging the bow's ammo like the ammo box does for the gonne), will this be in every module, too?
Also, are you planning a separate model for "a bow without string" or is it just a normal bow with the name changed and the ability to use it turned off?
Hey, I'd love for you to succeed, but it may be better (and easier) to re-imagine what the inventor does!  |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Mon Oct 22, 2007 9:21 pm Post subject: |
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*sigh* I'll put it simply: The materials are all INVISIBLE until combined into existing models. The wood would come from trees in the Forest, where I could, say, hit a small tree (a lot), and sticks would fall down (it dies). Then, I would use this with a saw. _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 873 Location: Minnesota
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Posted: Tue Oct 23, 2007 2:56 am Post subject: |
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| Well, we'll see how you do. Give me a shout when you're done! |
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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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