[ian-reeds-games] Re: new flag ideas

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 21 Jun 2015 13:58:20 -0400

Hi,
I think there might be a way to "create" items.
Items would have to be set to drop when something dies though.
But I thought of it like this; have the fairy summon a chests, or a potion box,
or some kind of bag. Have the player characters use some kind of open skill.
The open skill actually kills the the chest, it then drops whatever item was in
it. So technically the player is buying items.

Hope I explained that right.

As for branching skills, I was thinking along these lines; instead of spells as
skills one could set them up as items. The skill would be something like your
spell book. Open it in all the spells are in their. Of course the problem would
be that you couldn't have anything else in the items. Maybe if there was
different equipment lists, so that only spells would be under the spell book
skill, only equipment would be in the equipment skill etc. and so forth. Maybe
the different list could be given a flag for which item goes where for instance
an item could have a flag that states which list the equipment is in, which
list the spells is in. It could be as simple as list= equipment, list= spell
book...

How I overcame the problems with Landon flying units was to give each unit from
each group a unique type of health.
For example, all of my flying units use stamina while all my ground units use
health. I also had to delineate between mechanical and biological. It's a
little extra work in the weapons damage but it does allow you to make a
difference between flying in ground units. So for things like earthquake, your
health units could be damaged, but your stamina using units would be safe.
Another way to do this is to use damage type. Protect your flying units from
earthquake damage by using a protect flag.

I like the insufficient point message idea. I would also like it to have the
ability to use a sound. I got some good sounds that would work really well with
that.

Spawning and deleting of items flags might be nice in the future.

The carryover thing is interesting. Currently all one can really do is have the
same name plus an adjective to show that they advanced and have new items from
last map. You know, like level 1 elf, level 2 elf, level 3 elf etc.

I think I would like to see some more changes to affects. Like having a
duration equals instantaneous kind of thing. Also the ability to remove effects
when a point reaches zero. Maybe a way to prevent an effects duration from
being announced when one hits the F4 key. Also maybe to allow sounds to be
played when an instantaneous or at_0= effect is used.
Perhaps a "permanent" duration would be nice to, perhaps.

Anyway your ideas are pretty good. I just wanted to share how I got around some
of those problems you had.

al


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of garrett knight
Sent: Sunday, June 21, 2015 12:57 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] new flag ideas

Hay all
So I've come up with a few new ideas I thought I'd share sense development of a
new version is still going on.
insufficient point messages
This could be a flag you could put in a skill file. Let's say you had a point
called energy. Now let's say a skill takes 10 energy but you only have 8.
Instead of saying you don't have enough energy to perform skill.
It takes 10 energy, You could have it say, for example, Your to tired to do
that right now. It takes 10 energy. If you had a point called magic and a skill
took magic, you could have the message be, You can't muster enough power to do
that. Or what ever.
Not affect flying be usable on skills
This is a situation that I have that made me think of this. I have earth
elementals. But I also have units with wings. I don't know about you, but
things like earth quake and fissures shouldn't effect something with wings in
my opinion. Just like a sword shouldn't be able to hit an airborne dragon.
Unless... like, your throwing it or something.
Branched menus
After having one unit that had over 20 plus skills, I chose to cut back a bit.
However, what if we could have branching menus for skills?
Example, let's say those 20 skills were fire, ice, lightning, and earth based.
I could have those 4 options listed as menus, and after hitting enter on one,
be shown the 5 skills in that particular menu. Also, let's say your pack was
about starships. You could have menus for navigation, repairs, docking bay
witch could be for summoning units, or what ever you wanted.
default skill flags
This might seam pointless to some, but one situation that I can see it being
useful in would be if all or most skills in a pack took 2 actions.
So instead of putting actions_cost=2 in every, single, skill, you could put it
in once in the default skill flags file and be done with it Extending tactical
battle.
Now, this, I'm fairly sure won't be done any time soon. But what if tactical
battle could be extended beyond battle? Example, does anyone remember the
adventure game engine? I know on the website it says it's no longer supported
in favor of a new adventure engine, but what if sed engine and tactical battle
could work together? How would this come in handy? Well, let's say you wanted
to have a story where part of it involved walking around and talking to NPCs.
You could have this done in what ever the new engine is, and if the time came
for battle, you could have tactical battle launched or something like it and
have all your maps, skills, items, etc there for battle. When the battle is
over, you can go back to the other RPG based part of it. This is just one
example.
Again, I don't think this would be done for some time. But just think of what
you could create with it! Also, what if walking around and what not has the
same kind of coordinate based movement as tb? You could have ledgand of Zelda
like dungeons, there for having some puzzle to go along with your battle! The
engine is already amazing, and thank you to all the map makers, scripters, and
especially to Ian for making it. I think this would be really amazing to see
though.
spawn/create item
Anyone ever had a skill that you wanted to create either an equipable or
consumable item? I have. I have a fairy in my main map pack that I'm making.
She has a few brewing skills that allow her to brew healing, mana, stamina, and
cure potions. Sense they can't be items, they have to be points. That's OK, I'm
not complaining. But what if they could be items? Another use for this would be
if you had, say, a blacksmith. And he had armor/weapon creation skills. he
could then give those items/armor to other units.
Carry_over_stats
I also think it would be cool if there was a flag you could use in a map file
that would carry over your stats, points, items, equipped items, etc, to the
next map. So what you end with in the first is what you start with in the
second. And it would keep going until you didn't have the carry_over stats flag
in a map.
Any feed back on these ideas would be cool. And if any of them get added, thank
you for taking the time out to code in such features. I'm hoping more then a
few people find these useful.



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