Ambrosia Garden Archive
    • Remove Item From Inventory??


      Is it possible to delete an item from inventory when it has been used? How may I set the number of uses? Also, How may I change the data fields on the provided templates? I would like to show magic points and hit point together.

      Thank you in advance.

    • Mr. Cgoran,

      to delete an item after use, as you create a useable item look under the 'limks' tab. Action should give you two choices 'Use"' and 'Drop' highlite 'Use' and click the edit link button then use 'item wizard' to delete the item.

      note you must first create the item in order to choose it from the list and i've only explained how to delete the item if you want it to do sometimg you'll need add an 'action' as well as use 'item wizard'

      was that clear?

      as for numbered use use a global and a conditional check to regulate this.

      To show magic/hit points you can redsign the GUI and have this as a box. if your designing your own game. if your trying to do a plugin you cant change the GUI.

      namaste
      ~stray

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    • Thank you stray. That helps. I was wondering if you could use the "Charges" number to remove it?
      I'm modifing the default medievil game to create my own. When I try and change the data fileds, they revert back to what they were before. How may I change the GUI?

      I was hoping to have graphic replace the data at some poin as well, for instace, as magic points decrease the "magic indicator bar" would go down or get smaller. Is this possable?

      Thank you much.

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    • Quote

      Originally posted by cgoran:
      **Thank you stray. That helps. I was wondering if you could use the "Charges" number to remove it?
      I'm modifing the default medievil game to create my own. When I try and change the data fileds, they revert back to what they were before. How may I change the GUI?

      I was hoping to have graphic replace the data at some poin as well, for instace, as magic points decrease the "magic indicator bar" would go down or get smaller. Is this possable?

      Thank you much.

      **

      Yes, try attaching a spell+global+stampControl+conditional placing it all into the 'hits target' parameter of a spell that costs 0mp
      (a constantly firing event) and have a 'spell wizard' action cast it on the player in an event ('new game' most likely).
      If this is not to your liking you can emulate the method in CosmicMemory, i for one am unable to because i found it hard to dissect.

      Detailed Method:
      You'll need to create a bar graphic.
      use a progressive animation, to represent the depletion of the bar.(Let's say you divide the bar up into 64ths). **

      Create a global,GB_Game_is_playing.
      set it to one,you'll need it later.

      Build an event, 'create_mpStatusBar'.
      this event will use an action of type stamp control to establish a name,initial appearance and initial position for eachsegment of your mp Counter.

      Set global,GB_Game_is_playing.
      Set the variable to 1

      Create global 'GB_deficit'.

      Create global 'gb_Magic_Points'.

      create global 'gb_bar created'.

      Now create a spell...Monitor_Bar
      That has a cost of 0mp,0 damage,of type defensive,with a high round number (100),damage each round,of the damage type of MAGIC,the target is the caster(you in this case),'only allow to cast if:' gb_Game_is_Playing is equal to 1.
      Make a conditional that says if gb_bar created=0 (false) then do an action of type Call event that will call 'create_mpStatusBar' from inside of the 'hit Target' parameter of the spell.
      Else do action call event 'check_points'.

      You'll want to have this event firing all immediately after the game begins , The best method i can devise is loading the spell into an item(set the item so that it stores a spell with a single charge) and using an action of type 'item wizard' early on (say in the 'newGame' event), this will allow the game to immediately begin monitoring its status.
      In the spells remove effect parameter either, have it launch a separate identical 'itemWizard' action, or a spellWizard action that will launch the spell again, you just built an infinite Loop...

      Breaking the Loop...at least once.
      (specifically)in your endGame event add an action of type 'gb_changeGlobal' with the parameter
      set gb_Game_is_Playing to 0.

      Depleting the Bar.
      If you followed my numbers you have 64 separate frames for your phony progress bar widget/ visual counter. (this should allow you to calculate with better accuracy/porportions when the player gets higher up in level). When a spell is cast it has an effect, their are your usual mutual deduction of attributes, you lose MP they lose HP, well in addition to this if you plan on using this method it'll also have to change the appearance of the Bar graphic. Make sure you determine the appropriate amount of chunks to deplete lets say the spell light costs 2 points then when the spell is cast make sure that you include an stamp control action to modify the appearance of the bar by 2 frames (64th frame,63rd frame 62nd frame).

      Regulating depletion/addition of the Bar.
      You'll have to set up a system of globals and conditionals...
      make a global 'gb_Magic_Points' that contains the value &&MagicPoints; (this way you won't inadvertantly alter this value)
      For each spell other than 'Monitor_Bar' create an event that
      add the cost of each spell into the Global 'GB_deficit' when cast it will
      give you the amount expended, or the deficit/level to adjust the Bar.

      Creating an event with series of interlinking Conditionals 'Check_points'
      create an event with interlinking series of conditionals/stampcontrols
      if gb deficit = 1 then do linking action of (type stampcontrol) '-1mp'
      else do (of type stamp control) '-2mp'
      the linking action -1mp goes like so, modify stamp MPBar, select the new appearance(63rd frame), click the plus sign.
      and keep going until you'v managed it all the way to zero.
      this is similar to the Case flow control in most coding environments.

      **You'll probably want to offset the mpBar graphic,this is troublesome because,from what i know you cannot perform mathematical operations on tagValues (a very desirable feature).
      THe only work around i could think of is turning your singular into an animation file. This animation
      would have the one frame(it would be still), in the animation editor;
      move the frame to the desired coordinates in the window.
      for example if you wanted the bar to be 200 pixels below the player
      then you'll need to drag it 200 pixels below the origin(0,0)
      Also when you create the stamp set its coordinates to playerX and PlayerY.

      ------------------
      In low ground, climb.
      In desolate ground, run.
      In encircled ground, scheme.
      In Deathground, you fight!"~~~~Sun Tzu

    • Again this is just what i came up with if you know a shorter method please share

      ------------------
      In low ground, climb.
      In desolate ground, run.
      In encircled ground, scheme.
      In Deathground, you fight!"~~~~Sun Tzu

    • Wow thanks so much.
      I will try this evening and report back any success.

      I would like to make a bar like this for all of the stats ideally, they would be a part of the main interface.

      Cheers!

      ------------------

    • Quote

      Originally posted by cgoran:
      **Wow thanks so much.
      I will try this evening and report back any success.

      I would like to make a bar like this for all of the stats ideally, they would be a part of the main interface.

      Cheers!

      **

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      ------------------
      In low ground, climb.
      In desolate ground, run.
      In encircled ground, scheme.
      In Deathground, you fight!"~~~~Sun Tzu