- Joined
- Jul 14, 2011
- Messages
- 3,213
Hi!
I'm making an RPG where I emplemented something I haven't seen before, and I'd like to know if it's good, or if noone did it before just because it's... "noob" xD
In my map I don't make quest via "Quest - Create..." but with integer arrays (Array is to include every player). and people talk selling "Talk" dummy item.
<-Act 1->
Event: Unit sells an item
Cond: Trig unit = Lady 001 <gen>
Cond: Lady[PlayerNumber (Owner of (Buying Unit))] = 0
Act: Display "Hi Handsome, I'd like to talk, but that rat is scaring me" to (Owner of Buying Unit)
<-Act 2->
Event: Unit dies
Cond: Trig unit = Rat
Act: Set Lady[Playernumber of Killing Unit] = 1
<-Act 3->
Event: Units sells item
Cond: Trig unit = Lady 001 <gen>
Cond: Lady[PlayerNumber (Owner of (Buying Unit))] = 1
Act: Display "Oh, thanks for killing it" to (Owner of Buying Unit)
Act: Order 'Lady' Kiss 'Buying unit' <- Whatever xD
-----------
Quest is never created though it could easily be done, but it's a quest. Not an obvious one, the player must know that, to talk to the lady, he must kill the rat first.
I though about this thinking a way to resemble the way SNES RPG quests were made. They are just found by talking with people, and knowing what's going on in their life.
I actually like the system, but it requires 1 Interger Array for each unit that's related to a quest or any other special event, and I don't know if it's viable to include 64 interger arrays (64 units associated with special events), and items, and hero values, and minipet... etc. into a save-load code.
I'm making an RPG where I emplemented something I haven't seen before, and I'd like to know if it's good, or if noone did it before just because it's... "noob" xD
In my map I don't make quest via "Quest - Create..." but with integer arrays (Array is to include every player). and people talk selling "Talk" dummy item.
<-Act 1->
Event: Unit sells an item
Cond: Trig unit = Lady 001 <gen>
Cond: Lady[PlayerNumber (Owner of (Buying Unit))] = 0
Act: Display "Hi Handsome, I'd like to talk, but that rat is scaring me" to (Owner of Buying Unit)
<-Act 2->
Event: Unit dies
Cond: Trig unit = Rat
Act: Set Lady[Playernumber of Killing Unit] = 1
<-Act 3->
Event: Units sells item
Cond: Trig unit = Lady 001 <gen>
Cond: Lady[PlayerNumber (Owner of (Buying Unit))] = 1
Act: Display "Oh, thanks for killing it" to (Owner of Buying Unit)
Act: Order 'Lady' Kiss 'Buying unit' <- Whatever xD
-----------
Quest is never created though it could easily be done, but it's a quest. Not an obvious one, the player must know that, to talk to the lady, he must kill the rat first.
I though about this thinking a way to resemble the way SNES RPG quests were made. They are just found by talking with people, and knowing what's going on in their life.
I actually like the system, but it requires 1 Interger Array for each unit that's related to a quest or any other special event, and I don't know if it's viable to include 64 interger arrays (64 units associated with special events), and items, and hero values, and minipet... etc. into a save-load code.