dulsi wrote:I can't believe I forgot a way of displaying tags on the status screen. I'll fix that when I have a chance.
Yes, you can have an unlimited number of tags. Right now it is a simple array. If people start using hundreds of tags, that structure will need to change in order to not cause performance problems.
Yeah, I just noticed how you were doing it in the source. I haven't looked at it in a LONG time.
My original idea was to have people "buy" tags for recipes, so when they use an Alchemist's lab, it could list all the items the character could make. Alignment, though, should have it's own, separate tag to make it easier to display.
dulsi wrote:Yes, you can have a skill that stones, withers, etc.
I had a feeling, but wasn't sure. I'll check this out later, when I start pooling the scraps of notes I have together, about skills. I'm in the process of pulling all the old BTCS text out of the manual. You still won't be able to release it with your game, though, 'cos the definitions of specials is still pulled directly from the original manual.
dulsi wrote:
The only list is in
the source code (line 1251 at the time of this writing). My eventual goal would be to remove those hard-coded actions. Add all the needed functionality to the special commands. For example, right now the gender selection action is hard coded. What if I want to create a game where all the characters are female or maybe all of a particular race/class are male or female? Right now I can't. If I create a set gender special command, I can now implement the current gender selection action plus those other situations. (You could also add ways to change gender in the game if you wanted.)
No. No. All the actions I've created are to implement the current screens. If you don't see it in Character Status, Guild, Shop, or Review Board, it doesn't exist.
Okay, I have all these. In fact, I added the combat.xml actions as well. Should I remove those from the text, if they're not useable? I basically went through every screenset xml and added all the actions, conditionals, errors and effects to the manual. Looks like I already have most of the editable screen stuff defined and in the manual.
Looks like we won't be getting Temples like I was hoping. Taverns will be a problem too. Meh.
I'd much rather have statuses removed from hard-code and into an xml file, so we could create more.
Oh and dulsi, I really need a X Rounds Per X Level +/-N spell duration.
One other thing about "locked doors." Is there a way we could get a special Action that's something to the effect of "remove impassable wall." I can now make locked doors, via specials and use skills to pick or bash the door. However, it still will allow you to walk through the door, if you somehow break the special.
I basically want this functionality.
Find locked door via special directly in front of door. (impassable wall)
Do open lock or bash door skill check or use a key.
If succeeds, remove impassable wall in front of party, move party forward and clear special.
If fails, print "Failed." and recycle through the special.
An impassable wall is the only way to prevent moving through walls and doors. Would be even better if there were a Yellow one, to show the door is locked, but I'll take the impassable wall thing, since it's already in engine.
Oh and Dulsi, one more thing. Looking at the Skill.C, it appears we have "autocombat", "autocombat-melee", "autocombat-ranged". I take it it's safe to assume that for skills that have autocombat use, we can specifiy melee, ranged or both?
Thanks for my ranged critical.