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Different levelup mechanics? Replayability?

 
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DaLouieDude
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PostPosted: Sun May 20, 2012 10:47 am    Post subject: Different levelup mechanics? Replayability? Reply with quote

Hiya, it's me again. I've really gotten into the engine and I'm having a blast, being close to finishing a game Big grin

But there's something I wanted to add in my game to get it really close to being done: A "different" level up system.
What I was thinking was to have a "spot" or maybe a menu in which "Upgrades" (Stat increases or new skills) could be purchased for heroes. I was thinking of naming the game's currency "exp" to this effect, or having all enemies drop "skill points" so money can still be used normally. I sort of have a wide picture in my mind, but I'm wondering just how doable it is. For instance, I can buy a stat booster for a Spearman focusing on attack, but how can I ensure it is not used on, say, a spellcaster? Could I script for the item to be used right upon purchase ona specific hero? Or maybe a script upon the item's usage that upped that specific hero's stats?

Also, I sort of have the idea for a "New Game +" kind of thing.
Once the game is over, all key item tags and other things are turned off and the heroes are swapped out, but regular items are kept, along with the levels of the heroes, and a "special" tag is turned on that says the game is finished. I was planning on using that tag on an "if" for all plotscripts involving heroes so they are swapped in instead of added when they should first join the party. Is it possible?

Any possibke answers are appreciated.
I think I'll be making an account soon, too Raspberry!
Would make me feel better.
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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Sun May 20, 2012 10:59 am    Post subject: Re: Different levelup mechanics? Replayability? Reply with quote

DaLouieDude wrote:
Hiya, it's me again. I've really gotten into the engine and I'm having a blast, being close to finishing a game :D

But there's something I wanted to add in my game to get it really close to being done: A "different" level up system.
What I was thinking was to have a "spot" or maybe a menu in which "Upgrades" (Stat increases or new skills) could be purchased for heroes. I was thinking of naming the game's currency "exp" to this effect, or having all enemies drop "skill points" so money can still be used normally. I sort of have a wide picture in my mind, but I'm wondering just how doable it is. For instance, I can buy a stat booster for a Spearman focusing on attack, but how can I ensure it is not used on, say, a spellcaster? Could I script for the item to be used right upon purchase ona specific hero? Or maybe a script upon the item's usage that upped that specific hero's stats?


Yes, this is doable. I would suggest not trying to use items and regular shows. You will have to script part of it anyway, so i think it is better to make your stat-boost shop using a menu, and have each menu item run a script that boosts the stats of the appropriate character.

DaLouieDude wrote:
Also, I sort of have the idea for a "New Game +" kind of thing.
Once the game is over, all key item tags and other things are turned off and the heroes are swapped out, but regular items are kept, along with the levels of the heroes, and a "special" tag is turned on that says the game is finished. I was planning on using that tag on an "if" for all plotscripts involving heroes so they are swapped in instead of added when they should first join the party. Is it possible?

Any possibke answers are appreciated.
I think I'll be making an account soon, too :P
Would make me feel better.


Yes, that sounds possible. I think the hardest part of a New Game + system is that you have to reset all of your one-time-use tags. There is a way to do that with the "set tag" command, but i don't remember off the top of my head exactly how it works, I would have to look it up.
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Sparoku
Pyrithea Amethyst.




Joined: 02 Feb 2004
Posts: 467
Location: Washington State

PostPosted: Sun May 20, 2012 3:28 pm    Post subject: Re: Different levelup mechanics? Replayability? Reply with quote

James Paige wrote:
I think the hardest part of a New Game + system is that you have to reset all of your one-time-use tags. There is a way to do that with the "set tag" command, but i don't remember off the top of my head exactly how it works, I would have to look it up.

You mean pulling something like that off is possible?

I may have to pour some research into this as well.
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DaLouieDude
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PostPosted: Sun May 20, 2012 3:29 pm    Post subject: Reply with quote

Okay, I'll look it up in the dictionary! Thanks!
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Mon May 21, 2012 4:14 am    Post subject: Re: Different levelup mechanics? Replayability? Reply with quote

To clear all one-time-use tags:

Code:
variable (i)
for (i, 1000, 1999) do (set tag (i, false))


Yes, this is safe.

DaLouieDude wrote:
Once the game is over, all key item tags and other things are turned off and the heroes are swapped out, but regular items are kept


Probably it's not what you meant, but just an aside: don't try to modify "autoset" (eg. "item in inventory") tags with scripts; it can't work. (But if you're removing the items setting the tags anyway, then it doesn't matter)
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Sparoku
Pyrithea Amethyst.




Joined: 02 Feb 2004
Posts: 467
Location: Washington State

PostPosted: Tue May 22, 2012 2:46 am    Post subject: Reply with quote

I love you, Mad Cacti.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Wed May 23, 2012 4:55 am    Post subject: Reply with quote

Spar Elric wrote:
Spar Elric, not Sparrowhawk please.


Lets both petition to have our usernames changed :)
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Sparoku
Pyrithea Amethyst.




Joined: 02 Feb 2004
Posts: 467
Location: Washington State

PostPosted: Tue May 29, 2012 1:37 am    Post subject: Reply with quote

TMC wrote:
Spar Elric wrote:
Spar Elric, not Sparrowhawk please.


Lets both petition to have our usernames changed Happy

Yes indeed. Cool
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