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Author | Topic: A Few questions from a newbie who's read the docs but is a airhead |
Rikka |
![]() And I need some major help. First of all, how would you make somthing like a lifebar for the character and for bosses, etc. And what would be a good way to make weapons, and change how much damage they can do? Second of all, what would be a good, quick way to do battles taking into the consideration the above And third, what would be the best way to do multipule perspectives (Picked from the beggining) |
Alex |
![]() OK, here goes: For a lifebar, use a collectable or numeric variable to hold a value such as 100% or 52 health points or similar. For weapons, use objects. In Quest 3.0 you could create a property for each weapon, called something like "damage", with stronger weapons having higher values. Then for battles you could implement a command such as "hit #thing# with #object#". Check that the contents of the string variable "thing" is a valid, hittable object (perhaps using properties again), and subtract the value of #object#'s "damage" property from, say, #thing#'s "health" property. Then see if health has dropped to zero or below... and voila, you have yourself a battle. As for multiple perspectives, set a numeric variable or string variable to the perspective number or name, and use some actions in each of the affected room/object descriptions to specify what should be reported to the player in each case. Hopefully this all makes sense... let me know if you have any questions (preferably on the forum so others can have the benefit of having things explained too).
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Rikka |
![]() Makes sence...*Read about that stuff, and thought about it, but wasn't sure of doing it that way because of the Damage thing--- she was using Quest 2.17* Thanks for telling me about the Damage thing in 3.0 though! Can you go alittle more indepth on the perspective thing? *must now design a good Lifebar, and will probally ask if she can't figure out a way to show a fancy one, but already has ideas* |
Alex |
![]() Presumably you want to implement some system whereby the player can choose a character to play at the start of the game and modify some or all descriptions as appropriate? If so, have the character name or a character number in a string or numeric variable. For "LOOK" descriptions and room descriptions that depend on the choice of character, use a conditional action to check the character and print the appropriate description. You won't be able to make a nice-looking lifebar in Quest unfortunately, as all Quest could do with a health rating would be to print the number, or print a certain number of "=" signs etc. Maybe this kind of feature will appear in a future version...
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Luridii |
![]() What you could do for a lifebar is make several .bmp files in paint or similar, such as a full life bar, a half full, and low, and save them into Quests folder as 'good.bmp', 'mid.bmp' and 'bad.bmp'. Then insert an afterturn action into the game such as: (When health is your health collectable and goes from 0-15) afterturn if has <health;-6> then show <bad.bmp> else if has <health;+5> and has <health;-11> then show <mid.bmp> else if has <health;+10> then show <good.bmp> |
Luridii |
![]() PS. The above is in a text editor such as Notepad, if you do it in QDK do similar actions using conditional statements and show picture within the afterturn box. PPS. If you do use Paint to make the healthbar don't forget to go down to the bottom right hand of the screen and pull the small blue box so that the drawing window surrounds your healthbar. Otherwise when shown in Quest you'll hardly be able to see it! |