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 New Item System (June 1st 2016 update)

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kyle2120




Posts : 61
Join date : 2014-07-31

New Item System (June 1st 2016 update) Empty
PostSubject: New Item System (June 1st 2016 update)   New Item System (June 1st 2016 update) I_icon_minitimeThu May 12, 2016 9:16 pm

Most of this stuff doesn't really pertain to regular players, however, I'll still list them anyway.
Some things are bound to change by the time it's live but, this is the general idea of what I'm going for.
Also, I'm not sure if I'm forgetting anything.



Players item list
    Durability - How much durability the item CURRENTLY has
    CurrentStack - The current amount of stacks the item has

    X - The X position of this item in the players inventory
    Y - The Y position of this item in the players inventory

    itemID - The ID of the item that the player has in the actual item database (we will use this for loading the object back into the players inventory)[/code]








New Stat Information Panel (Integrated into the Inventory panel)

    Hover over a stat to see what that stat will give you 
    Will include the minor stat gains from the 7 major stats
    Will also include how much of that stat you gain from items
    
    New Fading scrolling experience gain display (this may be expanded as more than just exp, haven't cleared it with Dante yet)
        some where on the screen it'll tell you information about the stat you're leveling
        Such as;
            Ninjutsu +34 exp (1000/3423)
            this will scroll and along with fade out over time (the fade part may or may not be removed during the optimization process)

    Hover over and item to see what all stats that item will give you
        Example;
            (Common) Rusty Katana
            Attack Speed -15
            Melee Damage +5%

            Worth: 10 Senryo
        Note, this isn't fully fleshed out yet








Dynamic Item System

    Most of this is explained inside of the inventory system section (this section is mostly for Dante and I)

    SQLite Database
        Columns
            ID - The objects UNIQUE ID
            Name - The name of the object
            Type - The type of item it is, such as weapon, shuriken, consumable, etc.
            Icon - The icon the object posses
            State - The icon state the object posses
            Layer - What layer the object will show up on the player if it's an equipable item
            Worth - How much this item costs at a vendor (they will sell for 65% of their original value)
            MaxDur - Maximum durability the item can have.
            Stacksize - The max stacks this item can have
            Rarity - The rarity of the item, this will be displayed next to the items name
            LevelReq - What the required level to use this item is

            - The ones below here stat bonuses and are self explanitory.
                        Note, this isn't fully fleshed out yet (which stats are going to be included etc)

    User interface (for admins, not for players)
        New Item
            List of icons the game currently has (these will be set inside of the code, may add an option for adding icons)
            The rest follows the above database column ordering variables
        Edit Item
            Select the item
            Select which variable inside of the item you want to edit
            Edit it (this can be any variable inside of that object, such as icon, name, worth, etc)
        Delete Item
            Group Delete
                enter a column
                enter a phrase
                delete all items that contain the phrase inside of the column
            Single Delete
                find the item from a list
                drop that row from the item database

        Attach Item
            Select Shop
                The item will be available in the shop for it's worth
            Select NPC
                The item will have a chance to drop based on the percent that's entered








Inventory System

    When the player buys an item or an NPC drops an item (or an admin creates an item for the player)
        unpool or create a new empty item object
        set the objects ID to the items actual ID in the item database
        make sure the items data is all properly set from the item database
        add the object to the players inventory list

    When the player equips an item
        move the item from the players inventory into their inventory_Equipped list
        give the player all of the stats the item contains
        set the layer of the item to the layer inside of the item database
        create a new image object that we'll store and use as the actual icon display for the player


    When the player unequips an item
        if they drop it onto the ground from their inventory, remove stats and go to player drop step
        put the item back into the players inventory list (if they didn't drop it)
        remove the image object from the player

    When the player leaves the game
        Save the players inventory DATA (not the actual object) into a list
        save the players inventory_Equipped list IDs
        reset all the objects variables, then POOL the empty item object

    When a player enters the game
        check the players inventory list and their equiped list
        if they have objects, UNPOOL as many empty item objects (or create new) that the player needs
        set all of the objects data to the proper data

    When the player drags the item in their inventory
        simply move the objects screen_loc around (swapping if neccessary)

    When the player drops an item
        make sure the item is in the players inventory
        set the objects InInventory to false
        drop the items object and temporarily set the items layer to above turf layer

    When the player picks the item up
        set the objects InInventory to true
        set it's layer to INVENTORY_LAYER+10

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