| 12-20-2002, 03:12 AM | #1 |
hi, yet another question for my rpg (: As you may know I'm creating an rpg for 2 players, and therefore inventory space is important because it sucks to have this big pile of items at home that you never use. I've played briefly the Zelda Open RPG and it seemed to have some sort of system for extra inventory, via a wisp her in quaratine somewhere with the sole purpose of holding stuff. However due to stupid map lockers I couldn't get into it and see exactly how its done. Does anybody know how this works? A few minutes thought: 1) have another hero somewhere in an enclosed space where he can't do anything, but has his 6 inventory. 2) have a trigger where if you type in something in you send picked up items to the other guy...wondering how this is done exactly, prolly isn't so hard... have a trigger "extra inventory" that is initially off and you can activate it by typing in "on" and deactivate it by typing in "off" via 2 other triggers... 3) lezze, how would extra inventory work?... well since I only have 2 players its ez to make it color specific... so: event: unit controlled by player 1 red acquires an item action: hero- give item being manipulated to (blah holding charcter) and then you can turn this off with the other trigger... first of all, does that work? and second of all, how do you get it back? If its a passive item, is there a way to make it effect the main hero while the other is holding it? Is there a way to have the item holder use an item like a potion (and have it effect the other guy?) Is there a way to have the other guy be an ank holder, cause it always sucks to have an ank taking up space... thanks a lot guys. I guess i could always just work it where i make a new set of triggers to give items back via the holder, but its more convenient to have them able to directly effect the guy. fr0ggE |
| 12-20-2002, 03:18 AM | #2 |
look for weadder's bag demo in the repository. though I havent used it, i think it extends you inventory [via trigegrs] as much as you want it to. |
| 12-20-2002, 03:20 AM | #3 |
Sounds fairly icky to me. I'd personally go with something akin to a Pack Mule--a hero unit that has no purpose save carrying items. The other natural choice is to place a neutral merchant that buys items off of you for gold. |
| 12-20-2002, 04:51 AM | #4 |
Such triggers would be easy enough with some thought, I will figure it out tommorow if you still need it... Thinking very quickly Basically you will need to have a toggle switch, in Zelda they used the esp key, probably a boolean. When the boolean is true and the unit picks up the item move it the enclosed region, with the wisp. If the boolean is false, then put it into one of the players slots. The wisp is simply a hero with its skills removed, and having the wisp sprite. When the wisp picks up an item you move it to the hero if there is enough room, otherwise keep it at the location. As for your secondary questions I am not sure how you could do it with the passive skills or the potions through a direct method, but you could have it so if the the potion of healing is used to heal your hero via triggers. As for the ankh you could use a boolean to see if player commands an ankh, if its true, when the hero dies revive him, if not nothing. |
| 12-20-2002, 07:17 AM | #5 |
well as a matter of fact i was going to have pack mules available after you do a quest, and now that i think about it, its prolly more hassle than its worth. But thanks anyways. I also like the idea of having a neutral merchant who will buy things fr0ggE |
