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Post by Kazan on Sept 1, 2015 12:12:29 GMT -5
I've just noticed, for items there appears to be no kind of 'duration' allowance. Time is still something that needs to be figured out, but we will try to make it bare some semblance of realism. If you're gonna make an item with temporary effects, for now just state how long its effects should last in a 24 hour day.
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pestilence
Portly Tenant
credit @calorie (fa) for profile pic
Posts: 46
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Post by pestilence on Sept 1, 2015 15:57:19 GMT -5
so the damage you do to an enemy will be (Strength + Weapon Modifier) - Enemy's Armor Value?
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Post by Kazan on Sept 1, 2015 16:12:42 GMT -5
so the damage you do to an enemy will be (Strength + Weapon Modifier) - Enemy's Armor Value? More or less, but keep in mind there will probably be constants used to scale certain values appropriately.
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Post by goran on Sept 1, 2015 20:36:33 GMT -5
I've just noticed, for items there appears to be no kind of 'duration' allowance. Time is still something that needs to be figured out, but we will try to make it bare some semblance of realism. If you're gonna make an item with temporary effects, for now just state how long its effects should last in a 24 hour day. Okay. Also: 1) Is there any way to state how much an item of food or drink adds to the 'fullness' bar? 2) Is there any way to vary how much effect an item has over time? (so say you have a strength-increasing potion that lasts 8 hours, is there any way to make it give you +8 strength the first hour, +7 the next hour, +6 the next hour and so on?)
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Post by Kazan on Sept 1, 2015 21:31:26 GMT -5
Time is still something that needs to be figured out, but we will try to make it bare some semblance of realism. If you're gonna make an item with temporary effects, for now just state how long its effects should last in a 24 hour day. Okay. Also: 1) Is there any way to state how much an item of food or drink adds to the 'fullness' bar? 2) Is there any way to vary how much effect an item has over time? (so say you have a strength-increasing potion that lasts 8 hours, is there any way to make it give you +8 strength the first hour, +7 the next hour, +6 the next hour and so on?) mCapacity and no.
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Post by goran on Sept 1, 2015 21:34:54 GMT -5
I though mCapacity changed how big your stomach was, not how much was in it?
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Post by Kazan on Sept 1, 2015 21:58:41 GMT -5
I though mCapacity changed how big your stomach was, not how much was in it? It changes the current capacity.
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Post by goran on Sept 1, 2015 22:28:03 GMT -5
But reducing capacity isn't the same as increasing fullness.
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Post by Kazan on Sept 1, 2015 22:42:09 GMT -5
But reducing capacity isn't the same as increasing fullness. What...? What exactly are you trying to do?
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Post by goran on Sept 1, 2015 23:32:10 GMT -5
I'm trying to find out how to make a potion (or other item of food or drink) count towards the player's fullness there appears to be no viable input for that as yet.
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Post by Kazan on Sept 2, 2015 0:04:53 GMT -5
I'm trying to find out how to make a potion (or other item of food or drink) count towards the player's fullness there appears to be no viable input for that as yet. I don't see what the problem with mCapacity is for this. All consumables have a fixed amount of stomach capacity that they fill. Fullness and capacity are synonymous in terms of how filling a consumable is.
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Post by goran on Sept 2, 2015 0:28:37 GMT -5
Ah, so mCapacity changes how much food is in the stomach rather than (as I'd assumed) how big the stomach is?
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Post by Kazan on Sept 2, 2015 0:32:44 GMT -5
Ah, so mCapacity changes how much food is in the stomach rather than (as I'd assumed) how big the stomach is? Yes. It changes current capacity.
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Post by goran on Sept 3, 2015 3:51:46 GMT -5
And I suspect we're talking at cross-purposes. To me, 'capacity' is how big the stomach is, while 'fullness' is now much food in in the stomach. I just can't tell if the system at the moment has any differentiation between reducing capacity (making the stomach smaller), and increasing fullness (filling the stomach up).
Also, going through the demo again, I've noticed that most items have a brief description (or in many cases no description at all) for when you're looking to buy or sell objects, and a longer description when you examine the weapon when it's in your inventory. Is this a setup that will be continuing?
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Post by Kazan on Sept 3, 2015 13:39:02 GMT -5
And I suspect we're talking at cross-purposes. To me, 'capacity' is how big the stomach is, while 'fullness' is now much food in in the stomach. I just can't tell if the system at the moment has any differentiation between reducing capacity (making the stomach smaller), and increasing fullness (filling the stomach up). Also, going through the demo again, I've noticed that most items have a brief description (or in many cases no description at all) for when you're looking to buy or sell objects, and a longer description when you examine the weapon when it's in your inventory. Is this a setup that will be continuing? It's just a matter of current vs maximum capacity. Current capacity is how much food is in the player's stomach, while maximum capacity is how much food the player's stomach can hold. You could reduce the player's maximum capacity. The current iteration of the syntax is just missing things. The descriptions will be fixed. Thanks for bringing that up. Another thing that was never mentioned is that all items have both a short description and a long description. The short description should just be a single sentence about the item. The long description should be a couple more detailed/interesting sentences describing the item. The short description is used when listing multiple items such as when the inventory is opened or when browsing a shop to buy/sell goods. The long description is used in addition to the short description (that is, the long description is just tacked directly onto the end of the short description, so the two should be able to be read together fluidly) when a particular item is selected in the inventory or when you are asked to confirm the purchase/sale of an item (not yet implemented).
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