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RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
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Posted: Sat Jun 21, 2014 12:03 am Post subject: Random shops |
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Is there any way to randomize shops to simulate inventories changing? One of the towns in my game is a large trading city so I thought itd be interesting to have a shop whose inventory changes randomly, or maybe at set times. _________________ Trixie is best pony. Tavi is a close second. |
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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: Sat Jun 21, 2014 7:12 am Post subject: |
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One way to do this is with tags. You can make certain stuff in the shop require certain tags to be turned on, and then before opening the shop you run a simple script that randomly toggles the tags.
Another method is to make 4 or 5 copies of the shop, and then randomly open a different one.
If you like either of those methods, and need help with the scrip, let me know. |
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RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
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Posted: Sat Jun 21, 2014 5:36 pm Post subject: |
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I think the tag system would work much better for what I have in mind, with newer, stronger items replacing older, weaker ones as the player advances the story.
It should be as simple as having a text box check for given flags and display a shop based on which flags are on, right? _________________ Trixie is best pony. Tavi is a close second. |
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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: Sat Jun 21, 2014 8:38 pm Post subject: |
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Yeah, it should be fairly simple. You could make it work without any scripting, just tags and text box conditionals. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Sun Jun 22, 2014 5:02 am Post subject: |
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This makes me think that the ability to add randomness to textbox conditionals (probably on the next textbox chain) would be useful. If it weren't for the fact that I can't remember anyone ever asking for it, I would have guess that it would be used a fair amount for NPC dialogue. _________________ "It is so great it is insanely great." |
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RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
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Posted: Wed Jun 25, 2014 9:19 pm Post subject: |
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Off topic but I didnt think ti warranted its own topic: if I set an attack's target setting to Spread or Optional Spread, is the damage spread amongst all targets?
Like, if a spell deals 60 damage and is spread across 3 targets, will each target take 20? _________________ Trixie is best pony. Tavi is a close second. |
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Rya.Reisender Snippy

Joined: 18 Jan 2008 Posts: 821
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Posted: Wed Jun 25, 2014 11:27 pm Post subject: |
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If I remember correctly there is an extra bitset you have to check if you want the damage to be divided upon all targets.
I don't remember if it will be actually divided or more like in Final Fantasy where 3 targets means half damage (so either 60 to one or 30 to 3). _________________ Snippy:
"curt or sharp, esp. in a condescending way" (Oxford American Dictionary)
"fault-finding, snappish, sharp" (Concise Oxford Dictionary, UK)
1. short-tempered, snappish, 2. unduly brief or curt (Merriam-Webster Dictionary) |
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RelicMaker
Joined: 04 Aug 2013 Posts: 18 Location: Somewhere between Jacobstown and New Canaan
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Posted: Wed Jun 25, 2014 11:37 pm Post subject: |
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Oh, I see. Help screen says it divides evenly. Cool, thanks! _________________ Trixie is best pony. Tavi is a close second. |
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