Thread: Need Partners (D&D fan preferably)

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  1. #1
    Registered User C_ntua's Avatar
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    Yeah. The out box would be the "game" talking to the player. Like "missed". "Welcome". "Select your weapon". And stuff like that. Or in my version, when you want to attack for example it prompts you to choose your weapon. That information should be displayed in a OUT box.

    Of course this solution is to make it more simple, so that its window displays certain things. The inventory box maybe the only one that has multiple functions, like displaying the itesm or the stats or the powers depending on the command given. I ll probably have the first code ready in less than a day so we can work from there.

  2. #2
    Registered User C_ntua's Avatar
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    Well, I believe this code should suffice to see what I have done
    Here are some explanations for the graphics:
    -There is an array of Object* pointers. This is the board. Every enemy, heroe, tree etc etc is an Object object. Every Object has a symbol which is displayed on the screen. In the graphic mode the symbol should be an image or a shape with fixed dimensions equal to one "square".
    -The repaint() function prints the board and everything on it. This has to be changed probably in the graphic mode.
    -Every cout has to replaced with code to print on the windows.
    -The command system is always choose from a list. Like "1. Standard, 2.Move, 3.Minor". You choose 1. Afterwards you choose your standard action etc etc. This can be changed with buttons. Buttons will be better generally. They will need some more code, but they might make simpler the options.
    -The command window with or w/o buttons will probably have to be enabled only when it is the players turn.
    -The movement on the map will probably be utilized with the arrow keys (no diagonal move). Instead of that it can be done by clicking on the map.

    Now, I haven't yet write code about how the feats and powers will work. So if anybody has an idea please feel free to share. What I think is this.
    First of all, the powers and feats and generally the other abilities will be objects. The character object will have std::vector s that will store them.
    The character will have an attack() function. This attack function will have default values to work as a basic attack. The power will be able to call the attack() function through a use() function which will fill accordingly the parameters. Like selecting the attack stat, the defense, extra attack, different damage etc etc. If it has a secondary attack it will call attack() twice. Now if the power doesn't make an attack or is an utility it will have to be written by scratch.
    Now, the abilities (like race traits) and feats are a bit more tricky. I can't find a general way to use them. The only thing I think will be appropriate is for each trait/feat have a keyword. So when you call attack() that can search the trait list and if the keyword is "Damage" or "AttacK" it will add those bonuses. It will actually call a use() function that will return the appropriate values if some requirements are met. Like call "Attack" and have the right weapon equipped to benefit from a Weapon Focus.
    If the trait adds a bonus to the second wind for example, as the dwarf, then it will replace the second wind (which will be simulated as a standard power) power from the list with a different one. Or something like that.
    Any ideas on that?
    Last edited by C_ntua; 10-04-2008 at 04:44 AM.

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