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    Crafting and enchanting

    I found out a way to create items. This code could be used for cooking, blacksmithing, and any other kind of craft. I haven't been able to play lately, so I'm just guessing this will work. First make the treasure items that will be used as materials. The variables will be used as skill levels. Every item requires a certain skill level, and the higher the skill level required the more the variable increases. You can track this by putting scrolls in a place in the game where the character can go regularly. Stack the scrolls for the same skill(ie blacksmithing) on the same spot. Then set each scroll to only work for a certain variable. Some of the items will be normal weapons, while others will be treasure items that require enchantments to work. For enchanting, make an event that requires the treasure item, and then for every enchantment you want to use, make an option. The event will take the treasure item out of your inventory and replace with the enchanted item.
    Yes, those are wavy green lines on my avatar.
    If you do not like it, DEAL WITH IT!!!!!

    #2
    Re: Crafting and enchanting

    Once again, welcome and thanks for contributing!

    In the future, it's a good idea to wait until you can try things out before posting about them. While your idea is cool (and while crafting is very possible to do in a bunch of different ways, although not easy), this particular version of it is going to be very limited.

    The problem is that Treasure items cannot be collected multiple times, so unless you don't ever see the player picking up two of the same material in a crafting system, your system is in trouble.
    (Conversely, while multiple iterations of normal items can be collected, you can't use those in Event Requirements, and while you can track via variables how many of them a player has collected, you can't track whether the player used or trashed them already. I lamented about this over here.)

    If the materials have no other use besides being ingredients for crafting, then the best way is probably to track how many a player has by using variables (which you seem to be fairly good at already). If you want some flavor, you could make "dummy" items to go along with it but do nothing, or you can do like Perversion ("Some Somebody") did in his demo "Series 3" and show a Treasure that says something like "A handful of eggs" whenever the player has at least one egg.

    Best of luck on the crafting system! Let us know if you want some more advice! Very few, if any, have made a good crafting system using this software, but it's definitely possible and I'd love to see it done!


    How Badly Do You Want It? (VX Ace) is now available for download! - no outside software necessary.

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      #3
      Re: Crafting and enchanting

      I wasn't sure it would work. LIke I said, i haven't had a chance to try it out. Oh, and about the treasure items not being able to be collected multiple times, I know how to circumvent that. I will use a code similar to the custom money code. I'll have events set up that increase the internal variable by 1. Every time the variable increases, it takes away the original item and gives you a new item.I.E. You start out with one ore. You go to the event , and it takes away the ore, and gives you a treasure item called "ores:2". I would set it to display off after you get the treasure item, so you can't get the ore over and over again. Then, in the blacksmithing event, set it to require you to have the treasure item ore:2. At the end of the event, the internal variable goes back to 0. and you can get the ore again. I've also come up with a way to have very rare scrolls that you can only get once. You go on a quest after getting the scroll to get the sword (or whatever the scroll is for)
      Last edited by Zaryn; 04-10-2009, 01:42 PM.
      Yes, those are wavy green lines on my avatar.
      If you do not like it, DEAL WITH IT!!!!!

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