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Liquid Metal Slime
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How does lowering the size of inventory effect current items 
 PostFri Jul 18, 2014 6:01 am
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I was considering making my game have a limited amount of inventory slots, where you start with 10, then can upgrade equipment to hold more inventory like 15, 20, etc... I also am considering having parts in the game where the player may have to revert to a lower amount of inventory slots.

So I would like to know, if I had 20 items in my inventory, then suddenly changed my equipment to only support 10 items, would the overflow items be destroyed? Remain in the inventory? Reappear once the inventory is again increased?

Sorry, I don't want to try it myself cause I have yet to create any items for my game. More just a curiosity thing.
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Liquid Metal King Slime
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Re: How does lowering the size of inventory effect current i 
 PostFri Jul 18, 2014 7:05 am
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Not sure why you felt the need to make 3 different threads for these questions.


sheamkennedy wrote:
I was wondering if there is any option somewhere to prevent the enemies from looking like they are dying when getting hit multiple times in a row. By this I mean, when my HIT stat allows for striking the enemy multiple times, how can I prevent the enemy from looking like they begin to dissolve, then reappear, then begin to dissolve, then reappear,... etc when the hero dishes out the attack?

I think this could be fixed by delaying the death animation just by a second, is there a way to do so?

There isn't a good way to do this, no. The battle system is the weakest part of the OHR in a lot of ways. Sure you can change the death animation to something less noticeable. You could change your characters to chain attacks instead of use multiple hits. There may be several little things you can do that would help with the problem. However, they're all overly complex and "messy".


sheamkennedy wrote:
I would prefer if my game had a "run" option in the battle menu, rather than holding down "esc." Is there an easy way to accomplish this?


This is actually pretty easy. Each character's battle menu can be fully edited. I suggest you look into that and mess around with stuff. You basically just want to name one of the options run and then make an attack that causes the characters to run from battle (this is in the bitsets for each attack) Yo might also want to make the attack miss/fail like 50-75% of the time to make things interesting.

sheamkennedy wrote:
I was considering making my game have a limited amount of inventory slots, where you start with 10, then can upgrade equipment to hold more inventory like 15, 20, etc... I also am considering having parts in the game where the player may have to revert to a lower amount of inventory slots.

So I would like to know, if I had 20 items in my inventory, then suddenly changed my equipment to only support 10 items, would the overflow items be destroyed? Remain in the inventory? Reappear once the inventory is again increased?

Sorry, I don't want to try it myself cause I have yet to create any items for my game. More just a curiosity thing.


This one I don't actually know. I'd assume the items would be saved, but I suggest just trying it out.
Metal King Slime
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 PostFri Jul 18, 2014 10:53 am
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Looking in to it, I'm quite surprised at how the "set inventory size" command works. The intended behaviour is that the items be deleted. Apparently if you decrease the inventory size then increase it then the items at the end will come back (based on reading the source, not testing). But please don't rely on that because it is definitely broken and needs to be fixed: if you save and load the game they'll be deleted. Until it's fixed you could manually wipe out any affected inventory slots using "set item in slot" to work around the bug.

Handling the inventory when it's full is actually an unfinished/unimplemented feature. The intent was to pop up a menu asking the player which items they want to keep, or let you specify a script to handle that case.
Liquid Metal King Slime
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 PostFri Jul 18, 2014 2:19 pm
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Oh, dang, that is right.

I think shrinking the inventory should first attempt to move items up into empty slots if possible

Next it should make sure that items marked "cannot be sold or dropped" are moved up, even if this means the last droppable item gets moved down

If the inventory is completely full of items marked with "cannot be sold/dropped, then the inventory size you requested will be increased until they all fit, so you can't lose essential items this way (maybe the "set inventory size" command could have an extra argument that lets you override this safety)

Finally it should clear the slots it just removed.

Or something long those lines.

I am also going to write up a plan for the separate issue of full inventory handling
Liquid Metal Slime
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 PostFri Jul 18, 2014 2:21 pm
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Interesting. Okay, thanks. I will just use a script to handle things if I decide to do this.
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