Mystic Software Forums
Miscellaneous => Archives => Archive => Topic started by: Mark of the Dragon on March 13, 2004, 09:25:08 AM
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How could I implement a sphere grid system like in Final Fantasy X?
I know everyone hated it (other than me, heh), but still. I would like to incorperate into a future project (I mean, after Eternal Blade is done, heh)
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hmm....im only slitely familiar with it (ive seen my friend using it and..) but, if im correct, it would just allow you to upgrade certain attributes by using certain items... im not sure, but if it's that way, i have a way to do that
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As in having to gain sphere levels to be able to move around, and then using items to activate nodes either on the character's exact spot, or on an adjacent node.
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That'd be a tough one...
Hmmm... you'd have to store a bunch of info for each node, including what stats it increased and what nodes it connected to:
*This one increases your HP by 100 and connects to nodes 2 and 3
HP_inc[1]!=100
MP_inc[1]!=0
Attack_inc[1]!=0
Defense_inc[1]!=0
Magic_inc[1]!=0
Connect_1[1]!=2
Connect_2[1]!=3
Connect_3[1]!=0
Connect_4[1]!=0
*This one increases your Attack by 1 and is at a 4-way intersection
HP_inc[2]!=0
MP_inc[2]!=0
Attack_inc[2]!=1
Defense_inc[2]!=0
Magic_inc[2]!=0
Connect_1[2]!=1
Connect_2[2]!=4
Connect_3[2]!=5
Connect_4[2]!=6
You would access the data for each node using the number of the node. For example, HP_inc[current!]!. When moving between nodes, you'd check which nodes the current one is connected to. For the graphical display, you would probably have a method that highlighted a node based on its number by checking some stored x,y positions. As for only using a node once, you'd update a variable, used[current!]!, to indicate that the upgrade is no longer available.
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yeah, that would be hard...plus you would have to have the variables for if it has a second power....wait...no...not with Xorlak's way... B)
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Ok, so I have to do that with every node? WOW!
*confused*
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Still better than the item system for my game. Every item has about 25+ variables describing it. You have to put that for each single item generated in-game.