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Re: Self-Transforming Items (Pre-Project Discussion)[message #293581] Tue, 15 November 2011 10:58 Go to previous messageGo to previous message
Headrock

 
Messages:1760
Registered:March 2006
Location: Jerusalem
Quote:
Yo HR, not sure if you read through all my crap, there were some good ideas, some we talked about in SMP.


Well, you didn't read through all my crap... Smile

In any case I'll try to comment:

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Couple things I thought of. Most importantly items in JA are static[...]


There are also upsides to them being static. It would be ridiculously difficult to compare them if they were not static, not to mention keep the specific data about every item... this is not the purpose of the feature being discussed here anyway, and is probably best left for coders with significantly more experience than me.

From a design point-of-view though, I can tell you that such a thing would be a serious headache for both modders and players...

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Another thing which comes to mind is that you may need more than one resource for "merging". Think of making a cartridge, you need primer, case, powder, and the bullet. However for pre 1900 you may need to make a paper cartridge, where you need paper, powder, wad, shot.


For which we have... COMBO MERGES! Or should I say... "HAVE HAD COMBO MERGES SINCE JA2 CAME OUT!"

Available in a local store near you.

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NAS has a weird thing I discovered, you can right click on an attachment slot and it will bring up a pop up menu.


Yes, that's already been brought up a few times here, and will probably be the chosen interface if I can figure out how to make such a pop-up from scratch. I extended the assignment pop-ups to include Facility assignments, but I was building on top of an existing pop-up system then. I might have to copy The_Bob's work somehow to get this functional. It's a purely technical matter though, shouldn't be too much of a problem.

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For example I added a RAS bipod and a gripod and got a bipod bonus of 100% because the attachments were not mutually exclusive (oversight) and the bonuses (spell?) stacked.


Yeah... how does that have anything to do with what's being discussed here though?

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A good item system needs to allow the definition of how adding (changing) an item will affect its other properties instead of transforming the item into another item ID or adding values to its properties.


*Shrug* I'm not sure what you mean to begin with.

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Back then I used the example of a belt, a carbine hook, a water bottle, and a bottle stopper with a latch. Adding the carbine hook to the belt should *not* change the item ID of the belt, it should just be an attachment (not in the JA sense), which gives the belt new abilities.


Any limitations of the attachment/merge system are not relevant here... the transformation feature is exclusively meant to deal with items changing on their own, rather than as a reaction to other items attached or used upon them.

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Sergeant Major

 
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