![]() |
Still here (kinda)
I'm in the middle of a move to another state, from Michigan to Florida; due to the fact that the Michigan economy is sad and there are NO JOBS. I mean, I could work fast food part time (only), get $8 an hour and not even make the gas to get to work, but I choose to leave intstead.
Anyhow, I've been playing around with DC still and I found something interesting out. I was playing with the idea of having a graphic display of a shop (where you cycle thru items for sale and it shows a pic of the item to look at). The thing is when an item is for sale, it displays the identified name (like "sword +3"), and doesn't show the unidentified name. So, the items for sale could have variable names in the un-identified name slot (like "1", "2", "3", ect). Then you can $GIVE_CHAR_ITEM and/or $TAKE_CHAR_ITEM with the number in its slot. Something like this: $VAR ItemNumber //(this command sets up a variable for tracking) $GIVE_CHAR_ITEM("0", ItemNumber) //(this gives the item that has the "name" ItemNumber to the active character) I'm still working on a way to display the picture (I'm thinking of naming the picture files with the same number as the item it represents), and if I wanted to make it so a player sells an item and then it displays in the list I have NO clue how to do this (yet) Also, this would work for taking items away with special attacks like a black pudding attack, just number your weapons like 1- 1000 and your armor 1001-2000 and if the pudding hits run thru taking away ALL the armor items from the hit character. Still working out the other details, but if you wanted a special item like the Axe of Awesomeness that doesn't desintegrate then don't name it with a number, it also couldn't be sold in the store. I also came across the public function call that should make it so if you set up a variable in one GPDL script it would retain its value in all later calls (like if you set up game variables in the first step of the game then you can use them in later steps and scripts). But I have SO LITTLE TIME right now, that I haven't been able to do much. -SilentThief PS I'll be in touch ;) |
Re: Still here (kinda)
Always nice to hear from you, ST. :)
Florida, huh? It'll be lots warmer. ;) Plus, you can say hi to CocoaSpud, who lives down there somewhere. About your post, wouldn't this work with items as they are now? Each item type has it's own unique name...unless you are saying that each item has a unique name... |
Re: Still here (kinda)
yeah, it would work, but this way you could set a loop in your scripts to run thru variable numbers (hard to do with variable names which could be anything). I played around with a loop (I think the command was $WHILE, it has been a... um... while since I played with this)
-SilentThief |
Re: Still here (kinda)
The 'while' look would work for naming conventions too. :D But, it is a bit more first-end heavy on setting up. It would probably be a little more limited in scope as well.
|
Re: Still here (kinda)
I will get back with you all after the move. I'll have to dig around in my notes and such to finish my testing this out. I haven't figured out public function declaration and if it does what I think it does, but then again I've got a lot going on right now.
L8R -SilentThief |
Re: Still here (kinda)
Florida... Watch out for the gators ;)
Hope better jobs (and a better life) is on your way! |
Re: Still here (kinda)
donw in FL now, and on the last leg of my trip. I have like 300 miles to go and soon I'll be busy again with the looking for job and place to live (I'm not going to be homeless, just in a hotel for a week while I look for an apartment).
Anyhow, this will prolly be the last time online for a while. -ST |
Re: Still here (kinda)
Good luck with the respective hunts. If you don't use Craigslist, I'd see if it's available for your area. I've always had good luck on both fronts using it. :)
|
All times are GMT -4. The time now is 11:54 AM. |
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
©2024 Ironworks Gaming & ©2024 The Great Escape Studios TM - All Rights Reserved