The problem is screen space, there's not enough space to put even 2-3 lines of textyayswords wrote: By the way, any chance of easily implementing flavor/lore text for items? It would really spice the game up.
fixed items
- jack1974
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Re: fixed items
- yayswords
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Re: fixed items
Hmm, that's a shame. I don't think such a button would have the right effect. I think I'd press it expecting to get mathematical info, not lore. I'd want lore to slap me in the face. Others?
Maybe if the button said "Lore" and only was available on items that had a description. It could be under the "Buy" button. That could work out nicely. I think I will add some lore/flavor text
Maybe if the button said "Lore" and only was available on items that had a description. It could be under the "Buy" button. That could work out nicely. I think I will add some lore/flavor text
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: fixed items
Yes I could put a "Lore" button below the buy/sell button (or nothing in case people examine it from inventory).
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renke_
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Re: fixed items
Good design is overratedjack1974 wrote:Yes but the blank space!! it looks ugly :? A stat must be removed to praise the god of alignment and layouts!
It was a joke, I didn't even thought you would react to it ;)
Because I see a difference between static unlimited items with only one predefined slot for regen and unique items. Unique items are not restricted by normal rules - after all, they are unique. (I'm giving up, it seems I'm not able to express my idea...)jack1974 wrote:Actually (too much heat so brain is slow...) why you added two extra stats that we just agreed should be rare ?
- yayswords
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Re: fixed items
:DDrenke_ wrote:Good design is overrated
Added lore texts anyway!
With that lore text the club should probably cause dark damage actually...
I'm having second thoughts about making a predefined item for every weapon type. That's gonna be a lot of weapons: 2h/1h mace, sword, axe, then a dagger, normal staff, spear, quarterstaff, short bow, long bow, arbalest and heavy crossbow. And flail and morning star and mace and let's not forget there are several types of 2h swords.
Last edited by yayswords on Tue Aug 12, 2014 3:03 pm, edited 1 time in total.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
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Re: fixed items
your lore text for the cactus is very generic (more lore would be cool, btw)
Toilet paper
6 dmg, +18 stats
Kiduu alchemy can turn anything into a weapon.
Toilet paper
6 dmg, +18 stats
Kiduu alchemy can turn anything into a weapon.
- yayswords
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Re: fixed items
I think of a normal "cactus branch" as being too soft to be a good bludgeoning weapon, too thick to be wielded and I guess too spiky to be wielded too. That's where the alchemy comes in.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: fixed items
Yes you don't need to do a unique weapon for each type, but category. 1h, 2h, ranged.
For the game/engine, the difference between a sword and a mace, or a two hand sword and a waraxe is purely cosmetic
For the game/engine, the difference between a sword and a mace, or a two hand sword and a waraxe is purely cosmetic
- yayswords
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Re: fixed items
Yes but I generally come to expect that certain weapons have higher damage. That's why I could casino a better hammer than Krimm's quest sword if I had to, but I couldn't casino a better sword.
I pretty much just took the highest damage type weapon of each category in that post. I guess we could add a few more though.
I pretty much just took the highest damage type weapon of each category in that post. I guess we could add a few more though.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
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Re: fixed items
we need only one per class (a two-handed sword is more or less identical to a two-handed axe [if Jack used the class and not some sub-type string in his definitions])I'm having second thoughts about making a predefined item for every weapon type.
this is caused by the base definition of the items: TwoHandedSword 18 dmg, WarHammer 23 dmg - but this is only a (ignorable) base setting, not some kind of natural law :)That's why I could casino a better hammer than Krimm's quest sword if I had to, but I couldn't casino a better sword.
