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A property owning system for rpg

Posted: 23 Sep 2012, 19:10
by TheWolf
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

Re: A property owning system for rpg

Posted: 23 Sep 2012, 19:19
by Vexus
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)

Re: A property owning system for rpg

Posted: 23 Sep 2012, 19:55
by anax
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!

Re: A property owning system for rpg

Posted: 24 Sep 2012, 19:59
by Magus
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 =(

Re: A property owning system for rpg

Posted: 24 Sep 2012, 20:17
by Vexus
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.

Image

Re: A property owning system for rpg

Posted: 25 Sep 2012, 13:30
by Mastakilla
CHANGING CORE MECHANICS OF DOUBLE_D'S RPG BLASPHEMY

Wait, Magus makes mods?

Re: A property owning system for rpg

Posted: 26 Sep 2012, 04:52
by TheWolf
I have no modding experience what so ever... Can somebody explain this stuff to me?

Re: A property owning system for rpg

Posted: 26 Sep 2012, 11:51
by Magus
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 :)

Re: A property owning system for rpg

Posted: 26 Sep 2012, 22:47
by Vexus
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.