New Dev File: Armour Demonstration
Instead of relying on his lucky red bandana for protection, Dink can now wear real armour! Fireball5 has made a system where armour items go into their own slots in the inventory, but it's up to you to make the armour itself!
Hmmm, that armour's gonna take a while... over 500 graphics they say?
Basically, my idea is that you can just increase defense points by equiping armour, much like the increase in attack you get from arming a sword. If you want to, you can write scripts to change Dink's appearance, but yeah, you will need a lot of graphics.
Ok I took a look Fireball... I am no critic but how will you allow the armor to be used without it being shown on the bottom right and still be worn? I was wondering if you could explain that for us... So far all I seen was a shop, perhaps if you explained numbers or how the effects are, or what your planning to do with this Dmod besides the obvious. I am quite interested in your idea, and would like to know some details of what your planning and how this works, or what its supposed to do for Dink besides the obvious.
What I mean is we want spoilers, well I do anyways. What you did to do this, and what you planning to do? I assume this is to help yourself and all of us make an inventory system for armor on Dink.
What I mean is we want spoilers, well I do anyways. What you did to do this, and what you planning to do? I assume this is to help yourself and all of us make an inventory system for armor on Dink.
By adding the defense when you obtain it and decreasing it when you get rid of it.
You just need to make sure Dink never has 2 of the same kind of armor.
You could also take a couple of the magic slots and make them into charms, accessories, etc.. Having 8 spells is a bit absurd for most cases.
You just need to make sure Dink never has 2 of the same kind of armor.
//part of item's script void pickup(void) { &defense += 40; } void drop(void) { &defense -= 40; }
You could also take a couple of the magic slots and make them into charms, accessories, etc.. Having 8 spells is a bit absurd for most cases.
So what would activate it? Just the initial pick up or buy from shops? Or using it to activate, and it would stay permanent?
When the item is added to Dink's inventory (by whatever means) the Pickup procedure of the item script will run. When you get rid of it, the drop function will run. So when you pick it up, you will get +40 defense and when you sell it you get that same 40 deducted.
TGA, the way I designed it was that merely having it in your inventory had an effect on you, much like the ice armour in Pilgrim's Quest. Once bought from the shop, no further action is required.
That's not very realistic...
Is there any way to change the script so that Dink gets the defense when he equips the armor and loses the defense when he unequips it?
Is there any way to change the script so that Dink gets the defense when he equips the armor and loses the defense when he unequips it?
Just look at the way the sword scripts add strength.
But that's not the point, if that happened then Dink would only be able to punch while he has armour on, the same way you can't normally use the herb boots and a weapon at the same time. Just having the armour in the background seems more realistic to me, even if you can't actually see it on him.
Dink's Trunk changed the herb boots to work this way I think.
But that's not the point, if that happened then Dink would only be able to punch while he has armour on, the same way you can't normally use the herb boots and a weapon at the same time. Just having the armour in the background seems more realistic to me, even if you can't actually see it on him.
Dink's Trunk changed the herb boots to work this way I think.
Yeah, it makes more sense to have it change defense stasts just having it in your inventory, so you can still use other items, and you can have multiple armour 'items' at a time, like boots, leggings, breastplate and helm.
My 2 cents worth: have separate slots for (only) boots, leggings, breastplate, etc. As in, when you acquire one set of armoured boots, you can't acquire another pair until the first pair are dropped, sold etc. This way, if just having the armour in your pack makes it work, you can avoid having Dink wear 2 sets of boots, or two helmets, because... well... you get the idea.