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Mark of the Dragon

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« on: March 13, 2004, 09:25:08 AM »
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)
« Last Edit: December 31, 1969, 06:00:00 PM by Mark of the Dragon »
<center>
Roy Mustang



Yeah...that sounds like me <_<

<center>
You were born in the land of Warrior Pride. You live to fight, you have a strong spirit, courage and bravery. Strong lord! Unsheath thy sword, rush into war and strip the enemy of his flesh down to the core.


Umm...yeah

DarkElite

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« Reply #1 on: March 13, 2004, 09:48:32 AM »
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
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
DarkElite

Dei vobem omniam proditiverunt.  Iam vobis quis deposcibitis sacrificium rersum vitae est!

Mark of the Dragon

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« Reply #2 on: March 13, 2004, 09:57:01 AM »
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Mark of the Dragon »
<center>
Roy Mustang



Yeah...that sounds like me <_<

<center>
You were born in the land of Warrior Pride. You live to fight, you have a strong spirit, courage and bravery. Strong lord! Unsheath thy sword, rush into war and strip the enemy of his flesh down to the core.


Umm...yeah

Xorlak

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« Reply #3 on: March 13, 2004, 11:30:56 AM »
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Xorlak »

DarkElite

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« Reply #4 on: March 13, 2004, 12:32:04 PM »
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)
« Last Edit: March 13, 2004, 01:18:42 PM by DarkElite »
DarkElite

Dei vobem omniam proditiverunt.  Iam vobis quis deposcibitis sacrificium rersum vitae est!

Mark of the Dragon

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« Reply #5 on: March 14, 2004, 12:51:33 PM »
Ok, so I have to do that with every node? WOW!

*confused*
« Last Edit: December 31, 1969, 06:00:00 PM by Mark of the Dragon »
<center>
Roy Mustang



Yeah...that sounds like me <_<

<center>
You were born in the land of Warrior Pride. You live to fight, you have a strong spirit, courage and bravery. Strong lord! Unsheath thy sword, rush into war and strip the enemy of his flesh down to the core.


Umm...yeah

Cesque

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« Reply #6 on: March 14, 2004, 01:01:11 PM »
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Cesque »
TKGB cancelled Spyder.

Bastard.