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Currency System + New (Rolled) Weapon Damage System


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#1 Timelord

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Posted 18 May 2014 - 08:49 PM

v0,62r47_NWS1_sH44 (main release 47, New Weapon System v1.0; Special sub-release H-44:

The new weapon system partially implemented, courtesy of & in collaboration w/Master Maniac.
Sword damage is still broken, vs. 'shielded' enemies.

The Currency System is now partially implemented: Currency size, and wallets are working.
I next need to add banks, for cash-ups, and currency exchanges.

GoldenCenotaph47_NWS1sH44.qst

Small coins take 1-unit of space, large coins take 3-units, and those crystal chips (that will become Crysheet currency at some point) take 2-units at present. The player starts with one wallet (50 space units), and two pockets (20 space units each), for a total of 90 starting space units of storage.

Secondary currency system (Merks), in place, but not implemented in the game.

I should probably make these floats, rather than ints, so that tiny/fine objects such as small gems, and bullets, take less than 1 unit of space.

I'm probably going to reduce the currency system from a group of global ints, to a global array, now that I have it tested/working I may wait until I finish alternative currency, and banks before shifting it.

Edited by ZoriaRPG, 18 May 2014 - 08:50 PM.


#2 Timelord

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Posted 19 May 2014 - 12:47 AM

Currency System Updates:

Shoppes now return 'change' interacting with the currency size counters in an appropriate manner.
Banks for changing up to CryDisc currency are now in the game.
Active subscreen displays available wallet & pocket space (upper-right-most, yellow counter, with wallet icon).

NWS1sH50

Other Updates:

Small graphical updates, improvements, and corrections.
Sword system adjustments; scripted swords are still terribly broken.
Daleks now set to be vulnerable only to piercing weapons.

NWS1sH51

Edited by ZoriaRPG, 19 May 2014 - 12:49 AM.


#3 Avaro

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Posted 19 May 2014 - 04:11 PM

Wow I can't wait to see the new weapon system finalized, personally. I always wanted to have "rolled" damage, like in RPG games. I hope I am not misunderstanding. I'm thinking of randomized damage, where weapons have a minimum and a maximum damage, and the damage they deal is randomized with each hit.



#4 Timelord

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Posted 20 May 2014 - 07:10 AM

Wow I can't wait to see the new weapon system finalized, personally. I always wanted to have "rolled" damage, like in RPG games. I hope I am not misunderstanding. I'm thinking of randomized damage, where weapons have a minimum and a maximum damage, and the damage they deal is randomized with each hit.


You understand correct sir: I'm about to post a update with this feature.


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