[quote:3p6iwc3c]5,409 events? that seems incredible.. I've been working on a game over a year and I am up to 487 events... wow, you're a champ!
Im not sure, I do spend a lot of time on it and have used C2 for quite a long time now, so I don't struggle to much with most things when I make them, so I can make things rather fast I guess But it also depends on the type of events im working on, a lot of the time I just hook new code up to old code, as I use functions for pretty much everything. but checked the counter just before this post and the last 2 days I have added 229 events working on my new consumable system so the players and enemies are able to eat or get affected by effects from herbs, magic and anything that would cause some sort of buff or debuff, so this required a lot of new events.
[quote:3p6iwc3c]I used to love games like Pool of Radiance on the C64 and it totally reminds me of that.. good times!
Are you using the CSV plugin from rexrainbow? it's a great thing to use for lookup tables and databases..seems like you need a TON of that...
Yeah agree really had a lot of fun with them as well, think its weird that none of the bigger companies have made some of these types of games, but maybe because of the diablo wave .
Anyway, im not using any plugins, not because I don't like them, but because C2 is updated so often and if the plugins doesn't work with the updates and I have hooked some of the game up to it then I risk having to recreate huge parts or having to wait for the plugin to be updated etc. So its more about having full control and also part of the learning process.
But I like placeholder objects, so for instant I store most things in actual sprite objects which are then hooked to an owner object.
So for instant a Character object, can have several item objects bound to it. And when I need to for instant calculate the weight of items that a character is carrying I can just do.
"Pick Item.owner_UID = Character.UID"
And that way calculate the weight.
Dungeons are exported and imported when needed, so when the player goes into a new dungeon it will check to see if they have already visited the dungeon before and if that's the case I import it otherwise it will generate a new one. So I don't really have to keep track of this data, as moving around them ofc are calculated after the dungeon are generated, so whether its imported or generated doesn't really matter.
Some data like skills, quest description generator, Names for the name generator are stored in dictionaries. And are expanded by simply adding to these and if done correctly the code should "hopefully" be able to just use the data, without me having to add new code.
Then I use some arrays for my tactical map which keep track of movement cost, but these are generated each turn as they differ from unit to unit. And I use some arrays for each unit to keep track of buffs and debuffs. Which is organised with an "Effect_ID" which is hardcoded, so I can apply an effect to whatever unit I want by just passing this to a function.
For instant if an enemy eat some herbs that cause it to go into rage, I just call a function with function.call(Enemy.UID, "h18") and then it will make sure that the enemy is afflicted by this effect. And it should allow me as far as I can see, to make it possible to hook it up to both magic effects, potions, disease etc. that are crafted or might have several effects, by simply call this function several times with the correct "Effect_ID" but guess time will tell if that will work