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Basis for changing characters based on actions. #187
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Conflicts: src/main/java/com/jadventure/game/entities/NPC.java src/main/java/com/jadventure/game/menus/BattleMenu.java
Any saved profile, even if created with this pull request implemented, has a Type of null. Also I seem unable to kill the brotherhood member as he either kills me or monsters do before I get to him, but I'll keep trying. Nice work with this! |
What do you mean by the first sentence? And really? lol, guess he's too balanced. So far the trick I have is the use the sewer rat with the shiv enabled and it works as long as you don't meet any monsters or if you get lucky on the first shot. Guess you could boost your strength stat though (either manually or through the debug menu) |
I mean that is you load a saved game |
Yes! Managed to kill him!! And type changed perfectly. The only other thing is that in the BattleMenu when you fighting a monster it comes up as |
Hmm, I'll look into the default thing cause it's probably my fault. The type null thing is because the saving doesn't save the type. so when you load i don't think the game is able to tell what type you were. a separate issue it looks like. |
I'll merge this then |
wait! I almost have a fix for some stuff |
Waiting then |
Alright fixed now. you can merge it. We can figure out the type null thing later |
Basis for changing characters based on actions.
Merged #187 |
This makes us half way through the alpha version milestone! |
Yep! Working on actions after conversations. unless you already wanted to work on it |
Go ahead! No point stalling until I wake up tomorrow. And besides there are plenty of issues that still need doing that I can deal with tomorrow. Looking forward to seeing what you come up with |
This is the final fix need for #77. Obviously this doesn't fully flesh out the idea, but that is something that is easy enough to do and will probably never be finished. It will be filled out as we go along and based on the other quests/npcs/items that we implement. So far it is that after a battle, it calls the trigger in CharacterChange to calculate changing the characters. The player holds an internal tally of all the characters and their values. The highest character tally is the current character type. CharacterChange checks the json file for transitions based on the current character and the action provided (in this case kill). The corresponding character/action lists +/- changes to the internal tally. After adding these changes, it recalculates which is the highest character tally and then if there's a difference, make the new character the new current character for the player. This can be tested by become a sewer rat and going to the brotherhood member and killing him.