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    Blacksmithing and Spellcrafting system?

    Is it possibe to make your own weapons and spells while playing your game.
    Addam Sessler & Morgan Webb should be sent to the Abyss for hating dungeon crawlers.It's thanks to
    dungeon crawlers that we have RPGs.

    #2
    Re: Blacksmithing and Spellcrafting system?

    It would be tough, but doable. you just have to make a menu system and all make the spells/weapons beforehand.

    It would require alot of work.
    Last edited by Red Dragon; 11-15-2006, 05:33 PM.

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      #3
      Re: Blacksmithing and Spellcrafting system?

      Depends what you mean by "making your own weapons."

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        #4
        Re: Blacksmithing and Spellcrafting system?

        You could have a kind of barter option available through events where if you bring a piece of "Mithril" (for example) to your blacksmith he'll give you a weapon. You can even set it up to give you a list of weapons, one at a time, for each piece of Mithril that you find! Thus creating a sidequest right at the start of the game! (YES!!!)

        The spell thing is a bit trickier as you have to make the spells unique to each character. Not to say you can't make "Blaze" and have more than one character know "Blaze" but you have to remake it for each character. Also, since I'm not sure exactly how to "forget" spells, I'm not sure how to go about having someone "teach" them in your game...

        Hope that helped!
        A God from the Machine - Menander

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          #5
          Re: Blacksmithing and Spellcrafting system?

          I'm not sure exactly how to "forget" spells, I'm not sure how to go about having someone "teach" them in your game...
          The codes are under "Party Control". The commands should be "Learn Skill" and "Forget Skill". Characters can only learn or forget skills for their class.

          You would need to make every possible weapon and armor for the system, and the coding might be a little tricky depending on how user friendly and complex the system is. If we're talking about something like the Guild Wars crafting system, where you find crafting materials and simply choose the properties of the weapon/armor, it may not be so complex, because you really only need one type of material. If we're talking about 3 different materials which create different results depending on the quantity and combination, as well as the intended item type and user, then you won't want to code it more than once I assure you.

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            #6
            Re: Blacksmithing and Spellcrafting system?

            I actually experimented with doing this when I first got the game, the blacksmithing idea is fairly easy to accomplish, but you have to assign a variable to each material you want to merge, then set val-cond branches inside of val-cond branches to determine whether you have 1 ruby and 2 mythrils, then set it as a seperate mode and have that seperate mode return you to the first after all the coding

            Example(for reference):

            Ruby=Var 01
            Mythril=Var 02
            Crystal=Var 03

            SCRIPT:
            :3-way decision
            :-Decision 1 start "Enhanced Sword-1 Ruby, 2 Mythril"
            :--val-cond 2-way
            :---Var 01 = 1
            :----val-cond 2-way
            :-----Var 02 = 2
            :------Add Mode 1
            :-----End Var
            :-----Var 02 <> 2
            :------End Event
            :-----End Var
            :----Val-cond End
            :---Var 01 <> 1
            :----End Event
            :---Var End
            :--Val-cond End
            :-Decision 1 End
            :-Decision 2 start "Hardened Sword-3 Ruby, 4 Mythril"
            :--val-cond 2-way
            :---Var 01 = 3
            :----val-cond 2-way
            :-----Var 02 = 4
            :------Add Mode 2
            :-----End Var
            :-----Var 02 <> 4
            :------End Event
            :-----End Var
            :----Val-cond End
            :---Var 01 <> 3
            :----End Event
            :---Var End
            :--Val-cond End
            :-Decision 2 End
            :-Decision 3 start "Diamond Sword-6 Mythril, 7 Crystals"
            :--val-cond 2-way
            :---Var 02 = 6
            :----val-cond 2-way
            :-----Var 03 = 7
            :------Add Mode 3
            :-----End Var
            :-----Var 03 <> 7
            :------End Event
            :-----End Var
            :----Val-cond End
            :---Var 02 <> 6
            :----End Event
            :---Var End
            :--Val-cond End
            :-Decision 3 End
            :3 Way Decision End

            then have mode 1 do all the Enhanced Sword stuff, mode 2 do all the Hardened Sword stuff and mode 3 do all the Crystal Sword stuff, I know those arent the actual syntaxs used in-game, I dont know if this will work since this code above is exactly 50 lines since im not sure about the actual coding, but if not you can always branch the val-cond out in modes to free up space, and make sure you return to mode one at the end of all that coding in other modes

            I suggest having a single blacksmithing location thats easy to get to from all locations, that way you dont have to run all across the map to get to it
            Last edited by JPS; 11-23-2006, 06:03 PM.

            Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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