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How to build things with StoryNexus

Can non-equippable items affect Status qualities? Messages in this topic - RSS

ladymadsci
ladymadsci
Posts: 105

3/20/2013
Me and a friend are busy brainstorming a game where you'd construct a Mad Scientist lair, room by room. Ideally, rooms would work so that having them granted bonuses or penalties to various skills (as a passable example, having a Smelter might grant +5 to Metalworking but -3 to Camouflage). The thing is, equippable items don't really fit the bill (because the user would have to equip them, and they're rooms). Can ordinary items give passive bonuses like this? And if not, is there a way to fake it?

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PostalElf
PostalElf
Posts: 47

3/20/2013
ladymadsci wrote:
Me and a friend are busy brainstorming a game where you'd construct a Mad Scientist lair, room by room. Ideally, rooms would work so that having them granted bonuses or penalties to various skills (as a passable example, having a Smelter might grant +5 to Metalworking but -3 to Camouflage). The thing is, equippable items don't really fit the bill (because the user would have to equip them, and they're rooms). Can ordinary items give passive bonuses like this? And if not, is there a way to fake it?



Apply the modifiers when they build the rooms. You'll need a storylet that allows them to build the room in the first place, so when the player picks the action on that storylet, have it also apply the necessary changes. The only thing is, you'll have to check to make sure that the values do not drop below 0. In the example that you gave, you'll have to check that the player has at least 3 Camouflage before he is allowed to build the Smelter, otherwise nothing happens when you apply the penalty.

You may also wish to check out my Storynexus game, Knightly Tales, which has a similar concept, except that you build rooms to grow your castle instead of your lair. Good luck!
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ladymadsci
ladymadsci
Posts: 105

3/20/2013
Oh, thank you! Slight related question. The manual says: "You can use Slots purely as organisational tools, not for equippable items."
How do you do that?

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PostalElf
PostalElf
Posts: 47

3/20/2013
ladymadsci wrote:
Oh, thank you! Slight related question. The manual says: "You can use Slots purely as organisational tools, not for equippable items."
How do you do that?



It's more of a suggestion than a function that's coded into the system. For instance, rather than just limit yourself to having Slot categories like Armour, Weapon, Helmet and so on, maybe you can have a Slot that says "Scrolls" which holds all of the player's scrolls. He may not be able to equip any of the scrolls in that category (you just make it so that they would only be able to equip the scroll when in an area that they would never be able to get to), but at least all the items would be nicely and neatly sorted in that slot.
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