RPG : Class dependant character view? (SOLVED)

Started by poc301, Thu 04/11/2004 15:09:14

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poc301

Good day to everyone.

I am making an RPG and have multiple classes able to be chosen in the game.Ã,  I have done up a separate graphic bunch for each class in the game.Ã,  The figher looks different from the mage, from the thief, etc, etc.Ã, 

The main character (EGO) is set to use default view 1.Ã,  I just realized this is the Fighter view, so even if I choose to use a Thief, he looks like the fighter.Ã,  Is there a way to change this to make it dependent?Ã,  I don't want to have to have to code everything once for each class...Ã, 

So to summarize : Is there a way to have one character as the playable character, but have his view differ based on character class chosen at the game's beginning?

Thanks,

Bill Garrett

Kinoko

Well, the starting as a fighter is easy enough to get past. You just need to change EGO's view at the time the player chooses which class to be (I assume this happens?). You can change it permanently at that point, with ChangeCharacterView instead of SetCharacterView, to make it the default.

As for having to script a different view for each class... it will no doubt be a lot of extra scripting, there's no avoiding that. I'm sure people have some good ideas for you, though.

I've never used this so I'm not sure, but couldn't you create them all as seperate characters and just set the player character at the beginning of the game? Still, I can see extra scripting even with this option.

poc301

That is the thought I had...  My problem is that if I do that, I'll basically have to do one version of the game for each character class I make.  All the conversations, etc, etc.  Could get really elaborate...

Gord10

Quote from: poc301 on Thu 04/11/2004 17:11:06
That is the thought I had...Ã,  My problem is that if I do that, I'll basically have to do one version of the game for each character class I make.Ã,  All the conversations, etc, etc.Ã,  Could get really elaborate...


Maybe you should create different characters for each classes and use SetPlayerCharacter script. Then use the "If the player character is" conditional. So you don't have to release different versions of your game for each classes.
For example;

if (GetPlayerChararacter() == THIEF) {
   RunDialog (1);
    }
if (GetPlayerChararacter() == MAGE) {
    PlaySound(1);
    RunDialog (2);
    }
Games are art!
My horror game, Self

poc301

I got it taken care of.  I created one view for each class and just tell the EGO which one to use when the character class is selected.  It is actually saved as a globalint so I can use it for all class-based differences in the game.

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