delverengine
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Items as Keys and Currencies
Just wanna leave the idea here. Would be interesting to have a way to have items be used as both a Key and Currency. The use cases for this would be like for example:
A simple use would be:
- Finding a key to a door, using the key and having the key stay in your inventory
A unique use would be:
- Potion Maker: Needing 3 items to make a potion (Goblin eye, Blood from a Bandit and a Skull)
Okay, I think this would be heavily driven by some JSON representation when modding. So how would that look like?
Okay, I think this would be heavily driven by some JSON representation when modding. So how would that look like?
I am having issues trying to simplify what you said. cant give much info.
Hey, I just want to know how a modder would use this feature?
So I had a look at the current shop implementation (taken from the delver community mods repository).
You define a shop with some items:
{
"class": "com.interrupt.dungeoneer.entities.triggers.TriggeredShop",
"items": [
{
"class": "com.interrupt.helpers.ShopItem",
"item": {
"class": "com.interrupt.dungeoneer.entities.items.Food"
},
"cost": "50"
}
]
}
And the important bit is that we define a property cost
that represents the required amount of gold.
I guess the work needed to be done here is to change this part, i.e. to allow the modder to define something else as cost other than just gold.
{
"cost": {
"gold": 100,
"items": [
{
"item": "class name or other identifier",
"amount": 2
}
]
}
}
I think there are two main issues:
- Keeping backward compatibility
- Identifying the item used as the cost
Additionally, we would need to ask the player for stuff in his inventory.
@joshuaskelly is suggesting something like the following:
{
"requires": {
"type": "ANY",
"requirements": [
{
"class":"fqn.GoldRequirement",
"type": "GREATER_THAN",
"amount": 1000
},
{
"class":"fqn.TagRequirement",
"type": "GREATER_THAN_EQUAL",
"tag": "event ticket",
"count": 1
}
]
}
}
Where we can chain requirements etc.
@PythooonUser if I was to make something out of it, having things combined like 3 ingredients for a potion for example, this can also be a easy way for people to make a crafting system. Allowing modders to make unique things that can only be crafted. this would show much of a challenge with a reward at the end.
Another thing, how would the shop overlay look like? How would one communicate the necessary item? Using a sprite? Showing the name on hover? Doors also would need to have an overlay?
Pushed out the first prototype at feature/211-Door-With-Requirement
, when people want to try it out.
Pushed out the first prototype at
feature/211-Door-With-Requirement
, when people want to try it out.
Hey @PythooonUser - Got a question. Is this feature up to date with the master branch? Asking because I am looking at using it for a project. :)
Hey @HeadClot, I haven't touched this branch in a while. But I don't think there are merge conflicts with master
.
Please go ahead and copy what you like :)
On Discord we discussed these changes and for now we think that this specific usecase can be handled with the existing mod content.