ID:261186
![]() Oct 6 2001, 9:10 am
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if i could how would i go about making the punching bags health like 9999999999999999999??
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excuse me but i have said time and time again that i am not making a dbz game. im making a chrono trigger game. :)
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Pikkon The Great wrote:
excuse me but i have said time and time again that i am not making a dbz game. im making a chrono trigger game. :) Er, what the heck do punching bags have to do with CT? At the very most, you could have elders who teach you their wisdom and allow you to spar with them for practice, since that is actually accurate to the game. But, regardless, it still doesn't change the fact that you're making something based on someone else's ideas. Sure, you might think it flatters the company; I think it spites them, myself. (In case you haven't noticed, I'm something of a Chrono Trigger/Chrono Cross fan.) |
im a newbie ok
so i dont know what to do to make that stuff. also i am a huge dbz fan, but im not gonna make a dbz game. (the person who created dbz is the character designer for chrono trigger akira toriyama):0). any way back to the subject. how would i go about doing that anyway(with the punching bags health)? |
I dont usually read all the posts, so please dont be mad if it was already answered,
But.. What works is set the bags as objects instead of mobs, so they cant be killed in use of misused verbs. then make a click proc for what you wish it to do. obj/pbag icon = 'bag.dmi' Click() flick("Punch",usr) /*whatever else you wish to add*/ |
That only makes sense if clicking is part of your game model already. Do you know how stupid and unprofessional it is if everything in the game is keyboard/verb based, and then there's these punching bags you have to click on and use? Plus, you're just describing how you did it in your game... maybe you think it's a good idea for everyone to make the same exact game over and over again, but I sure don't.
Another solution (assuming combat is verb-based) is to make the combat practice objs with verbs that have the same name as the attack verb, with src set in oview(1). Then, you could attack the practice objs just like they were mobs, but they'd have different effect. |
Alathon