1
Development / Re: Changing Basic Traits
« Last post by Nintaku on April 06, 2021, 06:06:30 PM »Alright, so I'm working on two separate concepts at the same time here. First is the aforementioned ranks and equipment, and second is the less mentioned setup for character stats.
Here's my repository for these scripts: https://github.com/AgentNintaku/reclaim-the-wild/tree/main/data/scripts/rtw
ranked_equipment.lua - I've expanded on the suggested data script, including tables for Ranks 0-5 to apply to my 17 Weapon classes and 4 Armor classes. Still figuring out the language, though, so not sure I've got this right. When I create individual weapons, I really do want to simply call a rank and a weapon class and add them together, with the ability to add in other special modifiers to represent enchantments that will modify things like character traits (we'll get to that) and the weapon's inherent values. It should only require a couple of fields: id, rank, class, and then anything unique to it.
data_loader.lua - I haven't really touched this yet, but been studying it in hopes of getting some insight into how I can phrase my ranked_equipment tables for ease of use.
traits.lua - Here's another important portion of this project. I want the hero and monsters to have Traits, basically RPG stats that can be raised with experience points and have game effects. Most of them don't seem particularly useful to a videogame at first glance, but I have plans. And I can just take out what turns out to not be useful as I move deeper into the project. Point is, I'm not sure how to implement them on the hero. I'm pretty sure I can make good use of the Level and Experience scripts elsewhere to work with these, however. But then I'll need to make my own subscreen for spending points on these traits.
So that's where I'm at so far. At this point I feel I should probably move my updates over to Your Projects, so that'll be where my next post goes.
Here's my repository for these scripts: https://github.com/AgentNintaku/reclaim-the-wild/tree/main/data/scripts/rtw
ranked_equipment.lua - I've expanded on the suggested data script, including tables for Ranks 0-5 to apply to my 17 Weapon classes and 4 Armor classes. Still figuring out the language, though, so not sure I've got this right. When I create individual weapons, I really do want to simply call a rank and a weapon class and add them together, with the ability to add in other special modifiers to represent enchantments that will modify things like character traits (we'll get to that) and the weapon's inherent values. It should only require a couple of fields: id, rank, class, and then anything unique to it.
data_loader.lua - I haven't really touched this yet, but been studying it in hopes of getting some insight into how I can phrase my ranked_equipment tables for ease of use.
traits.lua - Here's another important portion of this project. I want the hero and monsters to have Traits, basically RPG stats that can be raised with experience points and have game effects. Most of them don't seem particularly useful to a videogame at first glance, but I have plans. And I can just take out what turns out to not be useful as I move deeper into the project. Point is, I'm not sure how to implement them on the hero. I'm pretty sure I can make good use of the Level and Experience scripts elsewhere to work with these, however. But then I'll need to make my own subscreen for spending points on these traits.
So that's where I'm at so far. At this point I feel I should probably move my updates over to Your Projects, so that'll be where my next post goes.