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Re: Help for Adventure System [Re: Shadow969] #215782
07/13/08 12:32
07/13/08 12:32
Joined: Oct 2004
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Netherlands
Joozey Offline
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An entity is merely the graphic display of your whole data structure. So the entity should be part of the structure, and not vice versa.


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Re: Help for Adventure System [Re: Shadow969] #215807
07/13/08 13:57
07/13/08 13:57
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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yes, I think I have to solve it that way ... is there are fast way to do such a search ??? Looping over all structs would be in worst case looping over all until the right one is found ...

Re: Help for Adventure System [Re: pegamode] #215809
07/13/08 13:59
07/13/08 13:59
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pegamode Offline OP
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Hi Joozey ... but how could I do this if I don't use it versa???

If I build a point & click adventure and click on an entity on screen how do I get the related struct object?

Re: Help for Adventure System [Re: pegamode] #215825
07/13/08 16:16
07/13/08 16:16
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pegamode Offline OP
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I'll think I could use a pointer to the struct that holds all aquired information and store it into a skill of the entity ...

So I can access the struct when clicking on the entity, couldn't I?

Re: Help for Adventure System [Re: pegamode] #215831
07/13/08 16:29
07/13/08 16:29
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Joozey Offline
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Yes, you could. I don't know if there are any better methods, but this workaround sounds fine enough.


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Re: Help for Adventure System [Re: Joozey] #215839
07/13/08 16:47
07/13/08 16:47
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pegamode Offline OP
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I'll give that a try ...

Now I have to think about how to store all additional information in data files to access them easily.

Re: Help for Adventure System [Re: pegamode] #215841
07/13/08 17:00
07/13/08 17:00
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Joozey Offline
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what is this "additional information"? I think you shouldn't be in need of any data files at all.


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Re: Help for Adventure System [Re: Joozey] #215844
07/13/08 17:08
07/13/08 17:08
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pegamode Offline OP
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Those information are for example all textual information about the entity like a description that is shown when the player examines the object.

Then I need things like who can take the object (there will be three characters in the game) and who can use it and so on. Informaion about if the object can be combined with other objects and so on.

I'd like to store as less information in the entitiy skills as possible.

What do you think would be the best way to store those data to fill the structs with?

Re: Help for Adventure System [Re: pegamode] #215932
07/14/08 07:16
07/14/08 07:16
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pegamode Offline OP
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Has anyone an idea how to do that best or in a good way?

Re: Help for Adventure System [Re: pegamode] #216582
07/17/08 18:42
07/17/08 18:42
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pegamode Offline OP
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Really no one any good idea?

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