Author Topic: Craftsmen Medieval RPG  (Read 25521 times)

so what is money for then
did you really just ask that

I'll start tomorrow because it's loving 11:45pm and also animations?
Ps What textures ect?
The blades of the swords/axes need to colorshift, this just occured to me.

did you really just ask that
ok well now it sounds stupid... i meant how can i set it up to be used. without events store and such cant happen correct? So i meant how withing the rp can i set up a need for money. Maybe its really obvious but i cant see its use.

ok well now it sounds stupid... i meant how can i set it up to be used. without events store and such cant happen correct? So i meant how withing the rp can i set up a need for money. Maybe its really obvious but i cant see its use.
/givemoney someone 12 copper

But why, what is the economy here? I understand trading money for weapons of armor picked up from fighting? But to what end do you gain money? I guess from what i can see it would be a much more trust based from of trade due to no assurance that you will get what you paid for or get paid for something, which is a good system too, i was just expecting a city rp like system with event bricks for buying weapons and armor.

/givemoney someone 12 copper
I personally am a fan of making it smooth and english-like to type these things.

Such as:
/give 12 copper to someone
or
/give 12 copper
If you use it with "to" it takes the next couple of words and tries to find a player nearby to give that money to.
If you omit the "to someone" it will try to give it to whoever you're looking at.
Also distance-based: Need to be within an 8x plate or so (very close) to trade. Perhaps 12 at the furthest.

I think I already made this. Somewhere. forget I need to clean out my scripting folders.

windose rite?
if so get python and install it to your C:\ NOT IN PROGRAM FILES JUST PLOP IT RIGHT IN THE C:\ then you need to check your blender folder for a folder named .scripts if it's not there you need to reinstall blender to not use the goddamn virtual store or whatever in portable mode (or whatever) and then go find the torque dts exporter and put its scripts and stuff in .script and then it should work.
Yes, but how does texturing work? Blender is a clusterforget of confusion for me.

I personally am a fan of making it smooth and english-like to type these things.

Such as:
/give 12 copper to someone
or
/give 12 copper
If you use it with "to" it takes the next couple of words and tries to find a player nearby to give that money to.
If you omit the "to someone" it will try to give it to whoever you're looking at.
Also distance-based: Need to be within an 8x plate or so (very close) to trade. Perhaps 12 at the furthest.
I would agree with you, its easier to remember commands when they are more natural in our minds, which is what making it more English-like would do.

/give just seemed to ambiguous but really /givemoney someone 12 monies isn't that strange minus the money attached to the give.

/give just seemed to ambiguous but really /givemoney someone 12 monies isn't that strange minus the money attached to the give.
well you could always extend it to be the full inventory thing, just count copper silver and gold as possible items ("pseudo-items" if you will, possible to give but not really part of your inventory) so you could also use /give iron armor to amade - if the count is omitted (ie if the first arg isn't an integer) assume 1, if it's invalid (less or equal to 0) then throw an error at them.

So I could do:
/give 3 silver
/give iron sword to chuckles
/give 2 iron dagger
If the count is more than one, no item is found by the item name and it ends in S, trim the S and try again, so '/give 2 iron daggers' would be valid, or even have plural matching for items so we can be grammatically correct - "iron swords" is correct just with the S but "coppers" is not - but then some people would be confused as they are not aware of grammar, plurals or the concept of the English language as a whole.

The concept of the script is:
Check first arg - if it's an integer, check to see if it's 1 or greater, if not, then throw an error and return
If it's not an integer, use it as the first word of the item name and set count to 1
Then go through the rest of the args one word at a time (composite it into a string and loop the words) until you run out of words or hit a "to"
Once you have a name, check to see if they have enough of the item to give
If not, error and return
If no "to" is found, raycast from player view for a target
If a "to" is found, search for a player matching that name in the radius around them
If a target was found, give them the item(s) and remove from the giver's inventory, if not, throw an error and return


Fairly simple. And the less commands there are, the better for the end user.


go for it


 :cookieMonster:
sorry bro too busy getting drunk and listening to music played on real instruments

 :cookieMonster:


Yes, but how does texturing work? Blender is a clusterforget of confusion for me.
I really want to help :(

I really want to help :(
ummm
in the bottom part at the top of the left side there'll be a couple of tabs with pictures on them, go to the one with the square and add as many textures as you need then go to the sphere one and figure out how to name them.

Alright, I'll probably have most of the things finished by friday depeding on how much stuff needs to be modeled.