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TheWolf
Principality/2C
Posts: 226 Joined: 30 Nov 2011, 03:21 Nationality:
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I'm building an old style rpg map(Player run everything) and I need some sort of system... I wondering how I can make a card-door system like rpg_v2t4. Or if anyone has got a better idea post it here. Thanksh
Ingame: Sev
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Vexus
Principality/2C
Posts: 247 Joined: 11 Oct 2008, 01:35 Location: California
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instead of throwing the card at the door, you maybe could make the door check for the frobber's item, and they can close/open the door whenever they want as long as they have the card in their hand.
and instead of having multiple cards, you can add variables to a player class (maybe even the card itself) that determine what kind of stuff they have (apartment 4, bank slot 6, etc)
ShadowRunner wrote:lolz, the mayhem of this thread is huge...
~][FGS][Nobody~ wrote:Is there anything I can put in your mouth to make you stop talking rubbish?
[FGS]Kalman wrote:Lol I thought for 2-3 months everybody talks like a sir here, then I realised it's the forum's censorship
~][FGS][Nobody~ wrote:Oh my god.. why are small minded people just so... SMALL MINDED!
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anax
Throne/6G
Posts: 942 Joined: 11 Apr 2012, 23:06 Location: England Nationality:
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Vexus wrote:instead of throwing the card at the door, you maybe could make the door check for the frobber's item, and they can close/open the door whenever they want as long as they have the card in their hand.
and instead of having multiple cards, you can add variables to a player class (maybe even the card itself) that determine what kind of stuff they have (apartment 4, bank slot 6, etc)
THESE!
AKA Knifeworld on Discord etc. Frozen brains tell no tales!
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Magus
THIS IS SPARTAAA!!!
Posts: 345 Joined: 27 Aug 2005, 15:41 Location: Manchester, England Nationality:
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Vexus wrote:instead of throwing the card at the door, you maybe could make the door check for the frobber's item, and they can close/open the door whenever they want as long as they have the card in their hand.
I actually wrote a mod that did just that, although I've lost it now =(
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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Vexus
Principality/2C
Posts: 247 Joined: 11 Oct 2008, 01:35 Location: California
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Magus wrote:Vexus wrote:instead of throwing the card at the door, you maybe could make the door check for the frobber's item, and they can close/open the door whenever they want as long as they have the card in their hand.
I actually wrote a mod that did just that, although I've lost it now =(
Losing good work is always a bummer.
ShadowRunner wrote:lolz, the mayhem of this thread is huge...
~][FGS][Nobody~ wrote:Is there anything I can put in your mouth to make you stop talking rubbish?
[FGS]Kalman wrote:Lol I thought for 2-3 months everybody talks like a sir here, then I realised it's the forum's censorship
~][FGS][Nobody~ wrote:Oh my god.. why are small minded people just so... SMALL MINDED!
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Mastakilla
!Lysergsäurediethylamid!
Posts: 1825 Joined: 27 Jan 2009, 21:01 Location: 'Ton Hotel
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CHANGING CORE MECHANICS OF DOUBLE_D'S RPG BLASPHEMY
Wait, Magus makes mods?
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TheWolf
Principality/2C
Posts: 226 Joined: 30 Nov 2011, 03:21 Nationality:
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I have no modding experience what so ever... Can somebody explain this stuff to me?
Ingame: Sev
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Magus
THIS IS SPARTAAA!!!
Posts: 345 Joined: 27 Aug 2005, 15:41 Location: Manchester, England Nationality:
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Mastakilla wrote:Wait, Magus makes mods?
Just that one, actually. Although I did make a minor fix to the Classbreaker used on DXMS_Foregone and RTKM_Spirit so that it actually worked... If I remember rightly, the mod I did was a custom mover that required a specific user-defined item to open (changeable in the editor) - it simply cycled through everything the player was carrying and activated only when it found what it wanted
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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Vexus
Principality/2C
Posts: 247 Joined: 11 Oct 2008, 01:35 Location: California
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Magus wrote:Mastakilla wrote:Wait, Magus makes mods?
Just that one, actually. Although I did make a minor fix to the Classbreaker used on DXMS_Foregone and RTKM_Spirit so that it actually worked... If I remember rightly, the mod I did was a custom mover that required a specific user-defined item to open (changeable in the editor) - it simply cycled through everything the player was carrying and activated only when it found what it wanted
Boss.
ShadowRunner wrote:lolz, the mayhem of this thread is huge...
~][FGS][Nobody~ wrote:Is there anything I can put in your mouth to make you stop talking rubbish?
[FGS]Kalman wrote:Lol I thought for 2-3 months everybody talks like a sir here, then I realised it's the forum's censorship
~][FGS][Nobody~ wrote:Oh my god.. why are small minded people just so... SMALL MINDED!
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