Author Topic: Can Players Change Combat Icons?  (Read 2356 times)

Offline GoldBoxFan

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Can Players Change Combat Icons?
« on: November 11, 2011, 11:02:20 AM »
There are certain PnP modules that have players cursed into other forms. In FRUA you can do nothing about this. I was wondering if there was a way to change a character from say a human to a werewolf combat icon?

Offline Olivier Leroux

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Re: Can Players Change Combat Icons?
« Reply #1 on: November 11, 2011, 12:57:51 PM »
I might be mistaken, but I think the OAUA worldhack offered the possibility to change a player's icon to simulate shapeshifting/lycanthropy. It's probably not that easy to implement though and I don't remember how well it worked. In any case, the regular FRUA sadly does NOT allow for this (unless the 'player' character is actually an NPC).  :'(

Offline Jaesun

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Re: Can Players Change Combat Icons?
« Reply #2 on: November 11, 2011, 01:06:55 PM »
IIRC (For both FRUA and DC currently) you as a designer can do nothing to change a PC's combat icon or portrait. The Player however can change their icon/portrait at any time, when in camp.

There was some new added functionality to DC a while back where things like walls, door, overlays, blockages can now be changed in game at anytime. Possibly with version 1.x the ability to change icons could be added.

Offline Nol Drek

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Re: Can Players Change Combat Icons?
« Reply #3 on: November 11, 2011, 02:14:07 PM »
*** Feature Request ***

Competing SA

OnStartCombat hook

$SET_COMBATANT_ICON(filename);
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Offline Paul R. Stevens

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Re: Can Players Change Combat Icons?
« Reply #4 on: November 11, 2011, 04:17:52 PM »
Might not someone want to change the
icon in the middle of combat?  Perhaps as
the result of a spell?

It is not as easy as changing the walls.  We
do not change a wall's graphic.  We change
the wall itself.  Changing a graphic dynamically
as you suggest messes up any attempt to
discover what graphics might be needed by
a module.  It also causes us to have to dynamically
create an internal graphic object.

Better would be to say:

Change Dork-the-Fighter's icon to be the
same as Monster-Icon-Holder-134.

Then you create an otherwise unused monster
named 'Monster-Icon-Holder-134' with the
icon you plan to use.

It is somewhat like Creative Accounting.  It
gets the job done in a round-about way without
obviously breaking any laws.

Offline Nol Drek

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Re: Can Players Change Combat Icons?
« Reply #5 on: November 12, 2011, 01:31:03 PM »
*** Modified Feature Request ***

$SET_COMBATANT_ICON(string_index, string_monsterID);
// Sets the target's icon to be the same as that of a monster from the database
// e.g. $SET_COMBATANT_ICON($IndexOf($TargetContext()), "Werewolf");
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Offline Paul R. Stevens

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Re: Can Players Change Combat Icons?
« Reply #6 on: November 12, 2011, 01:58:27 PM »
I think that is a perfectly reasonable feature request.

The effect would only last until the end of combat.
Is that your intent?  The word "COMBATANT" in the
name of the function implies as much - to me.

If we wanted to make some sort of permanent
change, we would have to apply the effect to
a character (which exists outside of combat).

Perhaps a simpler way (because it requires no
additional function) is to attach a "Special Ability"
to the combatant or character.  Then you could
make it temporary or permanent as you choose.
Maybe a Special Ability like _SYS_CombatIcon.

_SYS_CombatIcon = "Werewolf_Icon"

And it would be easy to remove.  Your solution
provides no way to remove the effect unless you
have another monster with the proper icon for
each of your characters.

Offline Nol Drek

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Re: Can Players Change Combat Icons?
« Reply #7 on: November 13, 2011, 01:57:16 PM »
My intention was to have the script run in COMBATANT context, although I can see that a designer might want it to run in CHARACTER context.

I assume that we could make a SA whose parameter is the name of the original icon, and that any icon which is in the "ICON POOL" would be available for the enigine to use (e.g. icon_PC_DruidMale). This would make it possible to remove the effect after combat.
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Offline manikus

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Re: Can Players Change Combat Icons?
« Reply #8 on: November 14, 2011, 01:55:24 PM »
Gosh, I look away for one second and people are talking about adding feature requests in DC. Sorry, but unless Paul got sneaky and already did this, not going to happen until after version 1.0.

Besides, we can already do it in DC, I have even created a tutorial on how to do this:
http://manikus.reonis.com/files/DCTutorial_logicblockevent_iconindex.pdf

(Besides, if we are going to add one feature for changing graphics during the game, I think it should be to change the borders/frame. ;) )

Offline Paul R. Stevens

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Re: Can Players Change Combat Icons?
« Reply #9 on: November 14, 2011, 03:17:00 PM »
Well now.  Ain't that neat?  I wonder
where that came from.

Of course there is no way to make
the effect go away automatically after
combat.  Nor a way to apply the
effect during combat.  How is this done
in FRUA?

If it works reliably then we could do
the same thing with a script function.
We would not have to do it via the
indirect method that I suggested.
What happens if you give a character
an icon index that does not exist?
I see there is a check for negative but
no check for other impossible values.




Offline manikus

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Re: Can Players Change Combat Icons?
« Reply #10 on: November 14, 2011, 04:17:44 PM »
The icon index was around before I was, so I refuse to take responsibility for it. :) I'm just the guy that figured out how to use it and then put together a tutorial.

To be honest, it's a real pain in the butt. It takes two events to use a different icon for only some of the combats. The most difficult part, though is that using the icon index 'trick' requires specailly made icons, which really limits it's use since the player has to choose an icon with the extra indeces, so a very small pool most likely.

I would prefer to have functions and scripts that could do this. But, there are lots of things I would like to add to DC. But it's a feature request, not a bug fix. FRUA doesn't allow this type of thing at all.


Offline SilentThief

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Re: Can Players Change Combat Icons?
« Reply #11 on: November 15, 2011, 05:31:32 PM »
Unless I am mistaken, the change will not occur in mid combat, it can be changed just before or after, but the icon isn't changed in the combat event just at any combat events afterwards

ST

Offline GoldBoxFan

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Re: Can Players Change Combat Icons?
« Reply #12 on: November 15, 2011, 10:23:28 PM »
Just want to know if DC can allow me to do things in my design that FRUA won't. I actually meant to change the icon outside of combat before you went to your next combat.

Anyway, if we could just change the names of classes we could have Top Secret and Boot Hill modules. I already know we can make the weapons.

Offline Nol Drek

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Re: Can Players Change Combat Icons?
« Reply #13 on: November 15, 2011, 11:23:01 PM »
Anyway, if we could just change the names of classes we could have Top Secret and Boot Hill modules. I already know we can make the weapons.

Changing the names of the Baseclasses, the Classes, and the Races is easy to do in DC.

Many of the things that you would also want to change, such as which classes can cast spells and which baseclasses are in each multiclass combination, are hard-coded and likely to remain so for quite some time.
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Offline GoldBoxFan

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Re: Can Players Change Combat Icons?
« Reply #14 on: November 16, 2011, 10:13:30 AM »
Anyway, if we could just change the names of classes we could have Top Secret and Boot Hill modules. I already know we can make the weapons.

Changing the names of the Baseclasses, the Classes, and the Races is easy to do in DC.

Many of the things that you would also want to change, such as which classes can cast spells and which baseclasses are in each multiclass combination, are hard-coded and likely to remain so for quite some time.
But there is still the no magic in combat option? If we have to use magic classes for now, getting rid of their magic would be a temporary fix.

 

anything