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Thread: Having a Diablo like inventory system

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    Clicker Fusion 2.5 (Steam)

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    Lightbulb Having a Diablo like inventory system

    I was wondering if there was an easier way to make a Diablo type loot system? I know how to use the random number generator so that's not the issue.

    The issue is having the main character equip the armor, as I think of it, I would have to draw the new head piece for every animation, and if the person equips a different head pieces, I would have to draw different head pieces and armor combinations, we are talking like 100's of possible combinations.

    The alternative for me is to just make head and body armor one single item so that 'what if' scenarios don't occur.

    Is there an easier way?

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    Bumping this thread for Moco64.

  3. #3
    Clicker Multimedia Fusion 2 DeveloperiOS Export ModuleSWF Export Module
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    This may be abit complicated, but not too hard to do.
    Im assuming thisis a top-down type game.


    The alternative for me is to just make head and body armor one single item so that 'what if' scenarios don't occur.
    ^ I believe this is the way to go, hard to think of something simpler/ easier

    I dont hink there is a real "easy" way of doing this, but heres a 'basic' approach:

    #1 - NAKED CHARACTER
    - Create a 'naked' Character, allong with any animations ( walking, running, attacking, defending etc )
    - In my mind its a good idea to have the Character canavs bigger than it needs to be, so you have more leverage for creating Equipment animations further down the road ( see #4 )
    - Make sure to center the hotspot on the Character

    #2 - EQUIPMENT GROUPS/ QUALIFIERS
    - Define 3 ( or more ) Qualifiers for: Helmet, Armor, WeaponL, WeaponR ( different Equipment will fall into their respective Qualifier Group/ Category )

    #3 - PAIR EQUIPMENT WITH CHARACTER
    - Create 1 test equipment for each category and add the corresponding Qualifier to them
    - 'Pair up' each Qualifier group to the Character, making them follow the Characters position and direction/ angle ( assuming you know how to do this 'Pairing Method' )

    #4 - EQUIPMENT CHARACTER ANIMATION SYNCRONIZATION
    - Create the 'same animations' for the Equipments ( where applicable ) as you did for the Character ( walking, running, attacking, defending etc )
    - A good way to do this is to 'copy the animations from the Character' to the Equipment your working on, add the equipment graphics/ animations ( so that you know it looks good and fitts ), and remove the Character graphics in the end ( leaving you with only the animated equipment graphics )

    #5 - CREATE NEW EQUIPMENT WITH EASE
    - You can now create new Equipment by creating a 'New Active Object' and add a Qualifier to it ( depending on the euipment type ), and repeat step #4 to animate the equipment

    ...
    PROS
    - You code only for each Qualifier group ( Helmet, Armor, Weapon etc ) instead of generating new code for each seperate Equipment ( Example: creating Attack code for 'Equipment Type 'Weapon' will works for all 20 Swords/ Axes, and also any you choose to add in the future )
    - As the Equipments are 'paired up' with the character, this enables data exchange between the Equipment ad the Character ( Example: If the Shield Takes a hit, Character recieves Damage )

    CONS
    - Note that if you change the Character Anmimations, the Equiment Animations need to change as well ( for it to fit visually ), so its quite importaint you have a good idea about where you are headed and be satesfied with the Character Anmimations before creating loads of Equipment w/ animationa



    A more advaced method would be to create 'seperate limbs' for the Character, requiering less 'Animation syncronization' between Character and Equipment.

    ...However, it all depends on your idea/ design.

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