Author Topic: City RPGs - all the problems, your solutions  (Read 2536 times)

This is exactly what I'm doing with events.

how is that going for ya

He's done, he just needs someone to code him some custom events to function as VCE extensions, end events.

I was gonna take it up with sagacity, since he has so many coding friends, but I'm not home no have I been home since Sunday.

how is that going for ya

Like AdinX said, I'm done.  I just need a single event that modifies a specified variable of everyone at the same time.  Then I'm done.  It runs, will run, perfectly.

Do you have growing plants?; seasons?; weather?; stocks?  I only have half of those because of lack of space; I have made all of them before, but I can't have all of them together.

an actual way to form the mafia/gangs

-- Diggy, Wentworth, Pitfall, Bushido, --
Wentworth and Diggy are the same person.

Diggy, Wentworth,
HAHAHAHAHAHAhaha, ha, ha, ha. ha.

They're the same people damnit.

Like AdinX said, I'm done.  I just need a single event that modifies a specified variable of everyone at the same time.  Then I'm done.  It runs, will run, perfectly.

Do you have growing plants? -yus; seasons?; -yeh weather?; -dont want it, really :/ stocks? -what?

an actual way to form the mafia/gangs

I plan on adding this.

Wentworth and Diggy are the same person.

i thought adin was the only person who didnt know lol

Like AdinX said, I'm done.  I just need a single event that modifies a specified variable of everyone at the same time.  Then I'm done.  It runs, will run, perfectly.

What events do you need?

Wentworth and Diggy are the same person.
My bad, I typed that up pretty late at night over my iPhone. Hadn't realized, considering someone pointed that out to me on another topic about a week ago lol

Edit so I feel useful:
What events do you need?

Only one or two, VCE event mods.

Modvariableall and Ifvariableall.  Modvarall modifies a specified variable of everyone's at the same time.  Ifvariableall checks a specified event of everyone's at the same time.  For ifvarall, a Boolean needs to be included for incase the player doesn't have the described variable, so checked would mean everyone needs to have the described amount of the specified variable, and unchecked means not everyone needs the described amount of the specified variable.

Example, using Daycycle events, once they get fixed:

Code: [Select]
[0] [DaycycleOnNoon] [Minigame] [VCE_ModvariableAll] [Client] [Money] [Add] [100]
That's an extremely simplified version of the planned monetary system.

And for ifvarall

Code: [Select]
[0] [DaycycleOnNoon] [Minigame] [VCE_IfvariableAll] [Minigame] [Wood] [<=] [50] [1 1]
[1] [Onvariabletrue] [Minigame] [VCE_Modvariable] [Wood] [Set] [1000]

This one checks how much wood is in the resource database, and if it is too low, it resets the amount.  This would be just a safety backup incase no one lumberjacks enough to get the required resources into the game.

Also, I wasn't sure what field this would be (Minigame, self, etc), so whatever it requires is good with me.

Further edit: psp refuses to shut down the server even though I suggested maybe we give it a break, repair all that needs repairing, sort out the admin applications (mostly my job...) and come back when things are ready to go. Rather he still wants to host... Then I get irc'd all day about tanks, planes, crazy events... Oy.
« Last Edit: November 25, 2012, 01:26:31 AM by AdinX »

Holy crap, I just wrote out A whole CityRp mod idea with systems on paper last night...