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

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 21 Jun 2015 19:24:30 -0600

Alright, will do that then.

On 6/21/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:

Hey, that's great!
That's an interesting question… It could probably come in handy at some
point.
Thanks,
Al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Sunday, June 21, 2015 7:55 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: new flag ideas

The effect on apply sound is done. Wasn't a problem. Do you want a message
as well?

On 6/21/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Duration=instantaneous is the same as duration=0, isn't it?

Removal of effects when a point reaches zero is doable. Use
Victorious's remove_effects_on_apply script,. And the effect that's
applied when the point reaches zero can have a duration of 0, so it
should be removed right away.
The on apply sound should be doable with script. I don't see why it
wouldn't work. I don't have time at the moment, but give me a few
hours and I can make that.

On 6/21/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
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.






--
-Mew
__________
http://www.savethefrogs.com/



--
-Mew
__________
http://www.savethefrogs.com/






--
-Mew
__________
http://www.savethefrogs.com/

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