| Multi-Usage - Items | |
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+4Zeru speedycop Metawe klkl123 8 posters |
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klkl123 Member
Posts : 14 Moderator Points : Warning Points : Reputation : 1 Activity Points : 39 Registration date : 2009-10-15
| Subject: Multi-Usage - Items Fri Oct 16, 2009 4:41 pm | |
| You know how you catch like 50 tunas and have to keep spamming Space and Arrows to cook all of them? Maybe you can put Cooking in amounts, like Cook 5, Cook 10, Cook 20, Cook 50, Cook 99. (Maybe you can add like a Cooking skill level; the higher, the more you can cook at once)
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Metawe Spammer
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 5:14 pm | |
| That sounds like a good idea. I support it. | |
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speedycop Spammer
Posts : 1428 Age : 29 Location : Planet Of Spears..c wat i did thar? Moderator Points : Warning Points : Reputation : 1 Activity Points : 810 Registration date : 2008-07-22
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 5:31 pm | |
| - metawe wrote:
- That sounds like a good idea. I support it.
I second this notion! | |
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Zeru Administrator
Posts : 2243 Age : 113 Location : forums watching you Moderator Points : Warning Points : Reputation : 18 Activity Points : 3067 Registration date : 2008-03-26
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 5:48 pm | |
| Sounds like a great idea, but the problem is making it... I will need some time to find out how to do that... | |
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Blaze Advanced Member
Posts : 158 Location : Stalking you Moderator Points : Warning Points : Reputation : 1 Activity Points : 226 Registration date : 2009-09-26
| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 5:51 pm | |
| Well it would make it easier for refining ores and cooking (notes that i am still refining all those iron ingots)poor fingers F4 | |
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Metawe Spammer
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 6:12 pm | |
| - Zeru wrote:
- Sounds like a great idea, but the problem is making it...
I will need some time to find out how to do that... How about making a variable for each ingredient and adding 1 each time you get it. Then when you're cooking, select the quantity you want using the input variable command and make that variable equals how much will be decreased to the ingredient's variable using another variable to store that number. That sounds confusing so I will make an example. You want 7 Scramble eggs. Each time you got an egg, 1 was added to "Number Eggs" variable. Each time you got Oil, 1 was added to the "Number Oils" variable. (this means have to making buying the ingredients an event with choices, not the shop processing command.) Each time got Salt, 1 was added to the "Number Salt" variable. On the cooking common event you select "Scramble Eggs" from the first list of choices and it will then check if you have Eggs, check if you have Oil and check if you have Salt. If you have all the ingredients it will then show a message saying "How many?" and then a number input command setting "Number Scramble" variable. If you don't have all the ingredients put a message showing "Not enough ingredients". The number of how many values will be subtracted on "Number Eggs" will be set using "Number Scramble" variable as operand to "Sub Eggs" variable so we don't lose "Number Eggs" constant. Then using a conditional branch check if "Number Eggs" is equal or grater than "Sub Eggs". If not, put a message: "Not enough ingredients". That way, you don't lose the count of "Number Eggs" and when you try again, it will still be the same and "Sub Eggs" will be set each time like "Number Scramble". Same with "Number Oils" would be checked with "Sub Oils" and "Sub Oils" will be set by "Number Scramble". And it would be the same with "Number Salt". That is a lot of eventing but in theory (I haven't tried this yet, I was just thinking of it) this would work. But you have to make each one like that for all the cooked food, which is kinda tiresome. :D | |
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Zeru Administrator
Posts : 2243 Age : 113 Location : forums watching you Moderator Points : Warning Points : Reputation : 18 Activity Points : 3067 Registration date : 2008-03-26
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 6:53 pm | |
| - metawe wrote:
- Zeru wrote:
- Sounds like a great idea, but the problem is making it...
I will need some time to find out how to do that... How about making a variable for each ingredient and adding 1 each time you get it. Then when you're cooking, select the quantity you want using the input variable command and make that variable equals how much will be decreased to the ingredient's variable using another variable to store that number. That sounds confusing so I will make an example.
You want 7 Scramble eggs. Each time you got an egg, 1 was added to "Number Eggs" variable. Each time you got Oil, 1 was added to the "Number Oils" variable. (this means have to making buying the ingredients an event with choices, not the shop processing command.) Each time got Salt, 1 was added to the "Number Salt" variable.
On the cooking common event you select "Scramble Eggs" from the first list of choices and it will then check if you have Eggs, check if you have Oil and check if you have Salt. If you have all the ingredients it will then show a message saying "How many?" and then a number input command setting "Number Scramble" variable. If you don't have all the ingredients put a message showing "Not enough ingredients".
The number of how many values will be subtracted on "Number Eggs" will be set using "Number Scramble" variable as operand to "Sub Eggs" variable so we don't lose "Number Eggs" constant. Then using a conditional branch check if "Number Eggs" is equal or grater than "Sub Eggs". If not, put a message: "Not enough ingredients". That way, you don't lose the count of "Number Eggs" and when you try again, it will still be the same and "Sub Eggs" will be set each time like "Number Scramble".
Same with "Number Oils" would be checked with "Sub Oils" and "Sub Oils" will be set by "Number Scramble". And it would be the same with "Number Salt".
That is a lot of eventing but in theory (I haven't tried this yet, I was just thinking of it) this would work. But you have to make each one like that for all the cooked food, which is kinda tiresome.
:D Looks like it would work, I will test it out for fs2 or if theres a release of fs1. but it will take time and it is tiresome to do that... Ill just keep that suggestion for future use. But theres a few problems, first if player sells the item variable number would not match the item number, same if a player uses file transfer. | |
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speedycop Spammer
Posts : 1428 Age : 29 Location : Planet Of Spears..c wat i did thar? Moderator Points : Warning Points : Reputation : 1 Activity Points : 810 Registration date : 2008-07-22
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 10:50 pm | |
| Can you guys dumb this down for me? | |
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Tacticsrule Hyper Member
Posts : 988 Age : 29 Location : Where u think I am. Moderator Points : Warning Points : Reputation : 23 Activity Points : 764 Registration date : 2008-03-30
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| Subject: Re: Multi-Usage - Items Fri Oct 16, 2009 11:10 pm | |
| - speedycop wrote:
- Can you guys dumb this down for me?
-If what i'm thinking is right- Separate counters for each component of what you're making. Example- Meta's scrambled eggs. There's one meter for eggs, another for oil, another for salt. You can make it go as high as 99, but it'll only show as many as you have. Like, if you go over the amount of what you have, it'll say not enough ingredients. So, you have 6 each of eggs and and oil but 5 of salt. I 'spose it'd make it so if you put an egg or salt counter at 6, it'll say not enough ingredients. -Thinks a bit more- Each time you get one of the components, it'll add another tick mark in it's counter. So it'll basically be doing an add-subtract thing in it's own little virtual stuff bank o.o Not sure how much of this is accurate, seeing as i just skimmed the text. | |
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Metawe Spammer
Posts : 3662 Age : 56 Location : -insert location here- Moderator Points : Warning Points : Reputation : 32 Activity Points : 2811 Registration date : 2008-07-25
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| Subject: Re: Multi-Usage - Items Sat Oct 17, 2009 12:16 am | |
| - Tacticsrule wrote:
- speedycop wrote:
- Can you guys dumb this down for me?
-If what i'm thinking is right- Separate counters for each component of what you're making. Example- Meta's scrambled eggs. There's one meter for eggs, another for oil, another for salt. You can make it go as high as 99, but it'll only show as many as you have. Like, if you go over the amount of what you have, it'll say not enough ingredients. So, you have 6 each of eggs and and oil but 5 of salt. I 'spose it'd make it so if you put an egg or salt counter at 6, it'll say not enough ingredients. -Thinks a bit more- Each time you get one of the components, it'll add another tick mark in it's counter. So it'll basically be doing an add-subtract thing in it's own little virtual stuff bank o.o Not sure how much of this is accurate, seeing as i just skimmed the text. There are still some problems with that but we discussed them with zeru :D It might or might not be applied on FS2 since adding it on FS right now is very troublesome. Also, it can be more than 99, it depends on how many digits Zeru sets it as. As for the accuracy of that, it starts with adding 1 value to each separate "counter"/variable per ingredient, checks if you have the ingredients first, if you do, lets you input how many you want. Then checks if you have the same or more amount of each ingredient you input before. If at least one is missing it will give that "error" message (not enough ingredients). So you could say for each ingredient meeting those requirements it'll tick a mark on the counter. So it's not really much of add-subtract but more checking if it's more, less or equal. Hope that is more clear. | |
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myfantasy Spammer
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| Subject: Re: Multi-Usage - Items Sat Oct 17, 2009 11:01 am | |
| epic win even though I had to read that wall of text all of you posted :D but yes I agree!!!!!!!!!!! | |
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Sieghart Spammer
Posts : 1234 Age : 28 Location : reppin West Coast Moderator Points : Warning Points : Reputation : 1 Activity Points : 1336 Registration date : 2009-12-31
| Subject: Re: Multi-Usage - Items Sat Jan 02, 2010 9:34 pm | |
| it's a good idea, but I don't use cooking. Dopn't use tuna soup either, what does it do anyway? | |
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myfantasy Spammer
Posts : 7576 Age : 28 Location : On the run Moderator Points : Warning Points : Reputation : 25 Activity Points : 7888 Registration date : 2008-03-30
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| Subject: Re: Multi-Usage - Items Sat Jan 02, 2010 10:00 pm | |
| - gkwnsgh3 wrote:
- it's a good idea, but I don't use cooking. Dopn't use tuna soup either, what does it do anyway?
status effects like refilling your sr bar and stuff. (the cooking in general) | |
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Sieghart Spammer
Posts : 1234 Age : 28 Location : reppin West Coast Moderator Points : Warning Points : Reputation : 1 Activity Points : 1336 Registration date : 2009-12-31
| Subject: Re: Multi-Usage - Items Sat Jan 02, 2010 11:45 pm | |
| - myfantasy wrote:
- gkwnsgh3 wrote:
- it's a good idea, but I don't use cooking. Dopn't use tuna soup either, what does it do anyway?
status effects like refilling your sr bar and stuff. (the cooking in general) wow now that ur talking about SR, I should get those | |
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