Staredit Network

Staredit Network -> Concepts -> New Spell system for Rpgs
Report, edit, etc...Posted by Oo.Ordinary.oO on 2005-02-28 at 16:54:44
Well me and a friend are making an rpg...and he though of using the OLD dark swarm summon any ways we talked and i came up with this...

New System
Its like the game simon says...because if you like fantasy you know in storys people dont just go...cast a spell blah...they move there hands, this is what this represents...

How it works
The System is shaped like this X's = Beacons
.....X
..X....X
.....X

One beacon will flash after you have selected the spell you want and the screen will center on the middle of the beacons, Any ways one will flash you have to walk to it then walk back to the center for the next one to flash it goes on until it finishes the combo...there might be 15 random ones...Then after the "Hand motions" are done the spell will than fire...

Please post feedback
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 16:58:40
Sounds like that Zelda version
Ocarina of Time where you need to play different notes of the ocarina in order to play the song to do things.
Interesting... I suppose.
Report, edit, etc...Posted by LethaL on 2005-02-28 at 17:34:34
Seems like it would take up a lot of time. You could make it so when a unit flashes a color you have to move something there to 'activate it.' And it flashes in different order for different spells (Hence different 'hand movements' for different spells) but if you get it wrong, the spell won't cast.

Would anybody know the triggering on this? You'd need ~15 triggers PER spell. confused.gif sad.gif
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 17:59:39
You just set death counters...
If W = 1 and X = 2 and Y = 3 and Z = 4 and etc, activate this.

That's only 1 trigger...
Then add at the bottom of the list to reset if the trigger hasn't activated...
Report, edit, etc...Posted by LethaL on 2005-02-28 at 18:18:37
But then can't you just go in any order to get the combo right?

You have 4 Beacons, W, X, Y, and Z. The order you need to do for the spell to work is X, W, Z, Y.
How would you make it so if you did W/Z/Y first, it won't just set a death counter and nothing happens? Unless:
1 Death of X
2 Deaths of W
3 Deaths of Z
Brings unit to Y

But then you'd still need the triggers to make X = 1 Death etc for the others. pinch.gif A little confusing, but I'd like to know. smile.gif It seems like a decent concept.
Report, edit, etc...Posted by Oo.Ordinary.oO on 2005-02-28 at 18:22:07
XD
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 18:22:52
You make the combos that do work, then at the end, you make it reset and say it didn't work. Trigger order does matter. It checks for combos first and if it didn't hit one, then the last one will activate.

ADDITION:
QUOTE(Oo.Ordinary.oO @ Feb 28 2005, 06:22 PM)
XD
[right][snapback]155883[/snapback][/right]

Next time, please don't spam.
Report, edit, etc...Posted by PCFredZ on 2005-02-28 at 19:31:49
Use unload bunker things, which will be like a hotkey.

Otherwise if you want to stick to the "motion" theme, use a vulture, scourge, or speed upgraded shuttle.
Report, edit, etc...Posted by LethaL on 2005-02-28 at 21:15:03
or a 3x3 square of terrain with the corners cut off, and a civilian. cool1.gif

Legacy, by order I meant the order of hand movements, not trigger order. The triggers needed for this system are extensive, and sometimes not needed. If you can provide me with a demo map of what you're talking about, I'll shut up. happy.gif
Report, edit, etc...Posted by Rantent on 2005-02-28 at 21:26:04
I was thinking up something pretty close to what your talking about in an rpg of my own. You have a shuttle, and unload a "magic stone" (haven't come up with names for anything) If you unlaod multiple units in a succession, they combine their powers to form different spells. The three primary spells were fire (an explosion), poison (a damaging cloud), and ice(a long range shot). Fire and poison are a summoning, fire and ice are healing water, ice and poison are a deadly aura. Then you could unload the same unit twice to get bigger spells of the individual characteristics. I thought that I had an original idea, and so I wanted to keep it untill I released my map, but here it is.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 21:39:44
QUOTE(LethaL @ Feb 28 2005, 09:15 PM)
or a 3x3 square of terrain with the corners cut off, and a civilian.  cool1.gif

Legacy, by order I meant the order of hand movements, not trigger order. The triggers needed for this system are extensive, and sometimes not needed. If you can provide me with a demo map of what you're talking about, I'll shut up. happy.gif
[right][snapback]156066[/snapback][/right]
Ok, fine maybe a few more triggers than I thought but yes you actually don't need that many.
One per spell that you cast is all that's needed. If the combo is wrong, the one trigger at the bottom of the list will reset it.
Recording the order of the beacons would take 4*X where X is the max combo.

I'm on a different computer right now, if you can wait until tomorrow, I can build the entire system many different ways happy.gif

Edit - Oh crap, I misunderstood flashing part pinch.gif
Yes it would take many many triggers.
If it didn't give you the flashing of the beacon every time you stepped on one to tell you where to go next but just the all the directions in order, the above statement would work.
Report, edit, etc...Posted by MidnightGladius on 2005-02-28 at 21:43:02
Interesting, Rantent. But remember, we're talking about his concept, which I think is pretty neat.

Of course, for even faster motion, use dark swarm firing system smile.gif
Report, edit, etc...Posted by LethaL on 2005-02-28 at 23:29:28
Hmm, that makes sense Legacy. 1 + x triggers for getting the movements right (x being the number of hand movements), and one for getting it wrong.

Trigger
Conditions:
¤ Current Player brings at least 1 [Unit] to 'Spell 1' (Spell 1 = Ground Location)
Actions:
¤ Set Switch 'Spell 1'
¤ Give Beacon owned by [Computer Player] at 'Beacon 1' to [Computer Player 2]
¤ Wait for 10 milliseconds
¤ Give Beacon owned by [Computer Player 2] at 'Beacon 1' to [Computer Player]
¤ Etc etc, with 'Beacon 2,' 'Beacon 3,' and 'Beacon 4.'
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player Brings exactly 1 Civilian to 'Beacon 1'
¤ Current Player has suffered exactly 0 deaths of Y
¤ Current Player has suffered exactly 0 deaths of Z
¤ Current Player has suffered exactly 0 deaths of W
¤ 'Spell' 1 is Set
Actions:
¤ Set Deaths to 1 for X owned by Current Player
¤ Move all Civilian owned by Current player from 'Beacon 1' to 'Spell Guy'
¤ Preserve Trigger


Trigger
Conditions:
¤ Current Player has suffered at least 1 deaths of Any Unit
¤ Current Player has suffered exactly 0 deaths of X
Actions:
¤ Clear Switch 'Spell 1'
¤ Display Text Message: "Spell Failed!"
¤ Preserve Trigger]


Correct me if I'm wrong.
Report, edit, etc...Posted by SilentSpecter on 2005-02-28 at 23:32:01
Y not use switches instaed of the other death thing-a-ma-bober.
Report, edit, etc...Posted by LegacyWeapon on 2005-02-28 at 23:45:31
Death counters have a larger variety of functions. We need to record what order they do them in and which one as well.
Example,
A, B, C, D, E, F, G, and H are 8 different death counters. They each symbolize one hand movement. Now if you step on beacon 1, on the first hand movement, A will set to 1, if you step on beacon 2, on the first hand movement, A will set to 2. Death counters are better than switches in this case.

Actually, you'll need a few more triggers than that, what if the player is on his third movement, how would you find the failure then?
Report, edit, etc...Posted by LethaL on 2005-02-28 at 23:57:47
Yeah, that's why I said the number of triggers is 1 + x, x being the number of hand movements (Although it might be 1 + (2 + x) since you need a failing trigger for it as well.
Report, edit, etc...Posted by PCFredZ on 2005-03-01 at 09:29:59
Has anyone played the PC/Linux hacking-simulation game Uplink? It's made by Introversion, a company in Britain or something. Uplink itself was a great hit, but Introversion made another game recently called Darwinia, which was not a hacking-simulation game but... well, click on the link to see for yourself. One of the features that Darwinia boasts which Uplink did not have is that, in Darwinia, to run a program, you'd draw shapes with your mouse: basically what your idea covers. Uplink, which was made several years earlier, used a graphics interface where you click on menus to open up programs. Sure, the shape-drawing function is fancy, but the speed just can't match that of a simple mouse click in a menu.
Report, edit, etc...Posted by l)ark_13 on 2005-03-05 at 15:47:24
I know a way you could make it two triggers.

Make each beacon worth a certain amount of kills. Once you reach a certain amount of kills then the spell activates. You can make 1 trigger the spell cating:

Trigger
Description:
Cast Spell 1
Players:
¤ Spell Caster
Conditions:
¤ Cast Spell...
Actions:
¤ Set countdown timer to 'X' seconds
¤ Flash beacon 1
¤ wait 2000 milli
¤ flash beacon 2
¤ wait 2000 milli
¤ flash beacon 3
¤ wait 2000 milli
¤ etc...


You have a countdown timer to make sure the player makes the spell in a certain amount of time. For the spell actually casting you make a different trigger:


Trigger
Description:
Spell 1
Players:
¤ Spell Caster
Conditions:
¤ Countdown timer is at least 1 sec
¤ Deaths of 'unit' is 'X'
Actions:
¤ Spell!


Report, edit, etc...Posted by LethaL on 2005-03-05 at 20:35:43
Umm, l)ark, my question (If that's what you were replying to) is how you can get the system into ONLY 2 triggers. You don't even have a trigger where the player brings a unit to the beacon to set the combination. How will the spell be triggered by deaths if there's no deaths being added/subtracted?
Report, edit, etc...Posted by l)ark_13 on 2005-03-06 at 01:44:33
QUOTE(LethaL @ Mar 5 2005, 06:35 PM)
Umm, l)ark, my question (If that's what you were replying to) is how you can get the system into ONLY 2 triggers. You don't even have a trigger where the player brings a unit to the beacon to set the combination. How will the spell be triggered by deaths if there's no deaths being added/subtracted?
[right][snapback]159214[/snapback][/right]


Well, the SPELL is only two triggers. You need to make a trigger for each beacon to add/subtract kills. So, I guess you can't really concider it two triggers now...

But, what I'm saying is, when you go on a certain beacon you get a certain number of deaths (Beacon 'X' = 3 kills, Beacon 'Y' = -1 kills, Beacon 'Z' = 4 kills, etc...). When you reach a certain number of deaths you get to cast the spell, but ya sorry, I guess it is more than 2 triggers.
Report, edit, etc...Posted by in_a_biskit on 2005-03-08 at 06:00:18
But |)ark's system wouldn't discriminate in which order you did the movements, and it is very possible for one spell to be cast in many different ways, and you may end up accidentally casting a spell you didn't mean to because that spell can be cast in so many different ways.

To do what you really want to do, I think, would take quite a few triggers to make work properly.
Report, edit, etc...Posted by Commanda_Panda on 2005-03-13 at 02:08:20
maybe if you take too long to do hand movements the spells should do reduced dammage...
Next Page (1)