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PostPosted: January 12th, 2009, 10:54 am 
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Ok, I was thinking of having an event where if you bring certain amount of an item, it would reward you with something. What's the best way to do this?
SO far what I have in mind is to, like dedicate 20 switches to it. If you check the event, and you have at least one of them, it will turn one switch on, and so on. But I'd have to et another switch to activate once you get 5 items, since I can't have an event with 20 switches on as a requirement.
(Or I can just make thse items harder to find and set them to "get 5 to get items)



Then there's this other game I've been thinking about me, where there would be 2 bars. One would be a sanity meter, where if it reaches 0 it's game over, and other would be a Good/Evil Bar, where people will react to you different according to.. well, how good/evil you are.
Problem? How to keep rack of both
My plan for now: I can always name the money counter Sanity or Goodness, and set events conditions with that paramenter. Actions would add or remove 1 or 2 points from this stat and is very easy to keep track

For the other bar, I was thinking of getting items that would represent santity or goodness, but I'm guessing that keeping track of it would be a pain this way, since the system wouldn't recognize if I have more than one item. Would using simply switches be more effective?

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PostPosted: January 12th, 2009, 12:07 pm 
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For the 20 item thing... each event can hold 5 conditions.

Set up 4 events, and have each one have 5 of the 20 items. Have each even, when all conditions are met, turn on a single switch. Then have a fith and final event that has each of those four switches as a conditions that would reward you with whatever it is you want it to give.

The problem is that the party would have to walk over all 5 of these events or somehow be able to activate all in intro events. Thing is... it's possible.

As far as the meters. Using money would be fine, seeing as you can set conditions in events as so much money... so I would highly suggest that. As for the second meter... there would be really no graphical way to show this other than making a meter in an actual location. And that starts tapping into that custom menu stuff that's oh so fun. But instead of using quantity of items, I'd made a new item for every point of sanity/goodness. It would just mean you'd have to do a lot of page work as you'd need a page for every one of those items and how they'd change... if that makes any sense.

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PostPosted: January 12th, 2009, 12:22 pm 
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Well, I was thinking about making different items for the second bar. But since there is a way to reduce it, that would make the coding a whole lot more...fun...
Anyway, I already thought how to represent of the second bar.
I was kind of thinking that depending on how good/evil you were, you'd get different events, but I think I got an idea of how to do it. :D
Thanks.

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PostPosted: January 12th, 2009, 1:45 pm 
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conditions dont stack. any same condition after one is redundant. you have to make an event with a bunch of pages that checks and remove the item and flips a switch. duplicate it enough so that by the time you get to the event place you need to go, you will of emptied your inventory of the item.

for the good and evil thing i suggest editing a stat. renaming the m def meter the good/evil bar and use that as your influence. you can set events to react based on your stat value, and its really not a good stat since it deals primarily with status effects. if your not using , def then use luck as you can edit it without too much concern. you can have events plus or minus the value at your choosing.

you cant game over the stat but you can set it to check the stat at key event points and produce an un-win-able encounter or looping event to simulate a game over.

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PostPosted: January 12th, 2009, 1:58 pm 
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The idea of using stats crossed my mind, but I can't set condition based on them. This is the reason made the topic,
And the game I was planning on making doesn't have battles. It's kind of a sim. If your sanity reach zero, you'll get a cut scene showing you went insane and roll the credits. It's sort of one of the endings.
I know items don't stack, and that's the problem. (That's reason two for making this topic.) What came to my mind was this:
This would be the meter
Extreme Good
Super Good
Very Good
Good
Somewhat Good
Neutral
Somewhat Evil
Evil
Very Evil
Super Evil
Extreme Evil

I could make an item that represent each of them. If I made a decision that raise goodness, then I'd remove the current item and give them the next one. That means I'll have to have a page for each item

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PostPosted: January 12th, 2009, 2:13 pm 
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i just checked. your right, looks like the options are limited here. items and switches seem like the best use, yet you can still use the stat as a visual aid.

have it so an item changes the switch to a higher switch, removing it does the same, and then have it so it plus or minus' a stat so the player can follow their progress. i say keep the values low as to not use hundreds of millions of switches.

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PostPosted: January 12th, 2009, 2:21 pm 
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My idea to show how good or evil is the following:
There will be a location (A balcony) in which the Princess will be able and show herself to her people. If she get cheers, that means she is loved (good) if they run away at her sight, then it means they fear you (evil)
No reaction would mean neutral.

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PostPosted: January 12th, 2009, 2:29 pm 
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nice idea, you can make this one work.

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PostPosted: January 12th, 2009, 6:49 pm 
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If you're only gonna use a single item for these stats, why not just use switches?

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PostPosted: January 12th, 2009, 6:57 pm 
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Yeah, either way would be the same. I guess I'll go with switches.

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PostPosted: January 12th, 2009, 7:58 pm 
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you severely lower the amount of work by using an item to denote change rather then switches. otherwise each event would have to have a page per ingoing stat level, times that by the number of possible changes you could make depending on your stat choice. by using an item as an arbitrary figure, and allowing an event down the road to change the switch, you save tons of memory and time.

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