by Ice Cream Jonsey » Fri Jan 03, 2003 3:28 pm
Debaser wrote:Okay, I was taking a look at my old code and notes for <i>the Magistrate</i> and I had a bunch of ideas for a wholly seperate game just kind of occur to me while at work today. Then I pulled up your phototalk file and, where I'm lost is in the (x, y, z) quip array. I know the first number indicates the character in question, and the last number seems to always be set at 0, so I suppose it wouldn't be too large a leap to assume this is only altered during the actual procession of the PTalk code.
Yeah, if you see something like this:
SetQuip(1,10,1)
That means that for the character with a charnumber of 1, set quip 10 to "on." The last number is just a toggle and will only either be 1 or 0 (on or off).
So I'm guessing it's the middle number that's the important variable on what choices are given. But how does it relate to the case structure in question?
I mean, how do you tell the system to display cases 3 and 4 only after case 2 has been selected, to eliminate case 3 as an option if case 4 is selected and, on top of that make it start with case 1 and 2 in one scene and case 5 and 6 in another with only a single variable?
OK, to display case 3 and 4 after 2 has been selected, you just need to put
SetQuip(1,3,1)
SetQuip(1,4,1)
SetQuip(1,2,0)
For the response that is generated when the player goes into what you wrote for quip #2. Does that make sense? I don't know if I am explaining it right.
I'm sure this is all terribly simple once it's explained to me, but right now it's fucking prestidigitation as far as I can discern.
It sort of goes like this:
Code: Select all
Quip #1: "Hey, what's going on?"
Quip #2: "That's great, I love pies."
Quip #3: "Hmm! I love cows."
Response #1:
SetQuip(1,1,0)
SetQuip(1,2,1)
SetQuip(1,3,1)
"Not much. Just thinking about pies and cows," says Gimli."
Response #2:
SetQuip(1,2,0)
SetQuip(1,3,0)
"Yeah, pies are great. I eat them with meat from the bone."
Response #3:
SetQuip(1,3,0)
SetQuip(1,2,0)
"I like cows because they are short like me. Toss me! Haw, haw."
In the above example, we're allowing the player to discuss *either* cow or pies. We kill off the response that the player did not choose.
[quote="Debaser"]Okay, I was taking a look at my old code and notes for <i>the Magistrate</i> and I had a bunch of ideas for a wholly seperate game just kind of occur to me while at work today. Then I pulled up your phototalk file and, where I'm lost is in the (x, y, z) quip array. I know the first number indicates the character in question, and the last number seems to always be set at 0, so I suppose it wouldn't be too large a leap to assume this is only altered during the actual procession of the PTalk code.
[/quote]
Yeah, if you see something like this:
SetQuip(1,10,1)
That means that for the character with a charnumber of 1, set quip 10 to "on." The last number is just a toggle and will only either be 1 or 0 (on or off).
[quote]So I'm guessing it's the middle number that's the important variable on what choices are given. But how does it relate to the case structure in question?
I mean, how do you tell the system to display cases 3 and 4 only after case 2 has been selected, to eliminate case 3 as an option if case 4 is selected and, on top of that make it start with case 1 and 2 in one scene and case 5 and 6 in another with only a single variable?
[/quote]
OK, to display case 3 and 4 after 2 has been selected, you just need to put
SetQuip(1,3,1)
SetQuip(1,4,1)
SetQuip(1,2,0)
For the response that is generated when the player goes into what you wrote for quip #2. Does that make sense? I don't know if I am explaining it right.
[quote]
I'm sure this is all terribly simple once it's explained to me, but right now it's fucking prestidigitation as far as I can discern.[/quote]
It sort of goes like this:
[code]
Quip #1: "Hey, what's going on?"
Quip #2: "That's great, I love pies."
Quip #3: "Hmm! I love cows."
Response #1:
SetQuip(1,1,0)
SetQuip(1,2,1)
SetQuip(1,3,1)
"Not much. Just thinking about pies and cows," says Gimli."
Response #2:
SetQuip(1,2,0)
SetQuip(1,3,0)
"Yeah, pies are great. I eat them with meat from the bone."
Response #3:
SetQuip(1,3,0)
SetQuip(1,2,0)
"I like cows because they are short like me. Toss me! Haw, haw."
[/code]
In the above example, we're allowing the player to discuss *either* cow or pies. We kill off the response that the player did not choose.