- Joined
- Nov 17, 2010
- Messages
- 1,266
I am making a Single-Player RPG campaign and I have 3 heroes. Each hero has 6 inventory slots for useful items blah blah blah.
I also have a lot of quest items and I don't want them taking up valuable inventory space, so I'm trying to decide the best way to do this. I was thinking about a couple different options.
1: A quest item is acquired and a floating text says "Acquired blah blah item" and I just save it in a boolean variable as having the item.
2: A quest item is acquired and it is stored in a separate "bag" that is specifically used for quest items. I'm leaning toward this option but I have a few concerns.
> Should I allow quest items to be dropped? This could cause problems.
> What if I acquire more than 6 quest items at a time. Should I have the player finish a quest before being able to pick up another quest item?
> Should I have the quest items instead be dummy abilities that are disabled at the beginning of a map and then enabled when acquired so I can have up to 11? (Or is it 12?)
All thoughts and ideas will be greatly appreciated.
Keep in mind that I do everything in GUI since I don't have JASS figured out yet. I know about awesome inventory systems, but in my experience they can get a bit over complicated and for some reason vJASS ones won't work for campaigns.
I also have a lot of quest items and I don't want them taking up valuable inventory space, so I'm trying to decide the best way to do this. I was thinking about a couple different options.
1: A quest item is acquired and a floating text says "Acquired blah blah item" and I just save it in a boolean variable as having the item.
2: A quest item is acquired and it is stored in a separate "bag" that is specifically used for quest items. I'm leaning toward this option but I have a few concerns.
> Should I allow quest items to be dropped? This could cause problems.
> What if I acquire more than 6 quest items at a time. Should I have the player finish a quest before being able to pick up another quest item?
> Should I have the quest items instead be dummy abilities that are disabled at the beginning of a map and then enabled when acquired so I can have up to 11? (Or is it 12?)
All thoughts and ideas will be greatly appreciated.
Keep in mind that I do everything in GUI since I don't have JASS figured out yet. I know about awesome inventory systems, but in my experience they can get a bit over complicated and for some reason vJASS ones won't work for campaigns.