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Greenwado Well, it's just me, what did you expect?

Joined: 09 Aug 2010 Posts: 70 Location: Okacha (OK-A-CHA)
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Posted: Mon Nov 01, 2010 12:43 pm Post subject: Class System? |
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Ok for my game I would prefer to use a class system, such as in FFIII (JP version, Luneth, Arc, Refia?).
The game is supposed to be released next Halloween. It is called Candy Quest, I wan the class system to change your costume, which gives you a new appearance and makes you learn certain spells, attacks, abilities.
Any help would be nicely appreciated. _________________ Happy RPG Makin |
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Nov 01, 2010 2:31 pm Post subject: |
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Unfortunately class systems are pretty difficult to do in the OHR. There is no character class support built-in, so you have to simulate it all with plotscripting.
Commands exist to change your hero's graphics, and change their stats, and change their spell lists, so it is all doable, just a lot of work.
Of the top of my head, the only thing I can think of that can't be done with scripting is to change which weapons and armor a hero is allowed to equip.
I would like to eventually have some built-in character class support, so my ears are open to any and all suggestions on how people thing it might be best to do it. |
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Greenwado Well, it's just me, what did you expect?

Joined: 09 Aug 2010 Posts: 70 Location: Okacha (OK-A-CHA)
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Posted: Mon Nov 01, 2010 2:49 pm Post subject: |
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Well my suggestion would be:
-Make a new menu called Classes
-make an option to enable classes
-in the hero editor make a section for each hero where you select the classes the hero can be
-have an option to switch battle and hero graphics
I tried to make it as simple as possible, sorry if it's confusing _________________ Happy RPG Makin |
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Blacklight_Studios Guest
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Posted: Tue Dec 07, 2010 8:48 pm Post subject: |
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[DISCLAIMER: I do not claim to be any kind of professional in game programming; I'm 19, i've only been a gamer since the SNES. However, i DO believe I have a mind for concepts, and what'd be good in a game. I won't try to supply scripts, because i'm not very good with them for the time being. I'll only give ideas and leave you to figure out how to get it to work.]
If I may ask, is the game a single-hero RPG this would be used for? If so, I think that, theoretically, you could make a specific shop to change class sets for the hero. then you could make separate walkabout and battle graphics for each classtype and make scripts to switch out the current hero class with the new one, keeping the hero in slot 0.
the rub with this would be keeping the level of the hero consistent, preventing the weapons and items from being lost forever in the switch, and keeping scripts the same. Perchance using a kind of "save state" type command on the classes in a script could fix it? that way you could be in, say, a Mage class, switch to a Monk class, then later return to the Mage and still have the stuff you had on the Mage. |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Dec 08, 2010 10:10 am Post subject: |
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At first I thought we could get away with making classes just one more thing that a hero could "equip", so to speak, but that's starting to feel more and more like an unfortunate hack. A class should probably be a whole new concept with a whole new menu in custom with some of these options:
Name
Starting Class Level (default -1, meaning this class does not have separate 'levels')
Class Levelling Options (EXP? A new stat? same scale as regular levelling, or discrete?)
Class Level Cap
Prerequisites (tags, level, stats, ???)
Stat Bonuses (handled like equipment stat bonuses, but menu arranged like a hero's stats, where levelling the class can boost these stat bonuses)
Temporary Spell List (like a hero's spell list, with all the same options, except now these are learned by 'class levels' or by item - these go away from the hero when the class is removed)
Permanent Spell Teaching List (a long list that works like the Teach Spell option for items - the hero with this class is taught the spell for good, but only if they have the spell in their own spell list as being taught by item/class)
Tags ("is equipped" tag, "equpped in active party" tag, "is capped" tag, "permanent on completion" tag, some others probably)
Who Can 'Equip' (like equipment)
In the hero editor, a new option hero spells could be a place for a "class-based spell list", which would gray out the other options because this would be a reserved slot for spells from the hero's current class. In a hero's regular spell list, the option "learned by item" can now read "learned by item/script/class", for permanent spells taught by a class.
In game I don't know how they should work. Maybe "Classes" would be a new main menu option (text adjustable via global text strings) which would work mostly like an equipment menu. Shops could sell them like items. Plotscripting would have to be used to make them seem 'taught' or 'assigned' rather than bought...? _________________ My first completed OHR game, Tales of the New World:
http://castleparadox.com/gamelist-display.php?game=161
This website link is for my funk/rock band, Euphonic Brew:
www.euphonicbrew.com |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Wed Dec 08, 2010 10:57 am Post subject: |
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This is totally doable with custom menus and/or slices, but it's not going to be a picnic. Like, I know how to get started myself, but it would probably take me a week or two to finish. |
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