Help with Tables

raze_struckraze_struck Member, PRO Posts: 141

Hello,

I have a question, I have a game attribute called game.attk. I have an inventory that allows you to change which weapon(s) are equipped.

GAME . ATTACK = 20

Lets say weapon 1 = 5 + attack, and weapon 2 = 15+ attack

I have it set up to say if weapon.equipped =1, change attribute game.attack to game.attack +5
If weapon.equipped = 2, change attribute game.attack to game.attack + 15,

This is a problem because when I un-equip a weapon 1 game.attack is still 25, and it keeps stacking if I un-equip and re-equip.

I feel like tables are the solution, I just dont know how to go about it.

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    Yes, tables are the solution. In each row, put the value of the attack for that weapon (not the increase amount... the total attack) in the first column.

    Use an integer game attribute called game.weapon to designate the weapon number that is equipped. To find the attack value for that weapon, use tableCellValue(tableName,game.weapon,1).

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  • raze_struckraze_struck Member, PRO Posts: 141

    @tatiang said:
    Yes, tables are the solution. In each row, put the value of the attack for that weapon (not the increase amount... the total attack) in the first column.

    Use an integer game attribute called game.weapon to designate the weapon number that is equipped. To find the attack value for that weapon, use tableCellValue(tableName,game.weapon,1).

    Thanks for the response, will this work though if I have other equipment as well. Like for example boots that give +5 attack. If I concurrently equip boots +5 attack, and a weapon +10 attack, if I change attack to the table cell value of weapon 1 it wont account for the +5 attack from boots, right?

  • TosanuTosanu Member, PRO Posts: 388

    I recommend that you have two attack stats. You have base power. And Attack. Make your attack equal to your Power plus any and all +s from the table. So that you never overwrite the original number entirely.

  • raze_struckraze_struck Member, PRO Posts: 141

    Here's the thing I have 5 seperate attributes, attack, magic attack, magic defense, luck and defense. 5 different types of equippable items at once, that will manipulate these attributes, so I need to account for the changes from each

  • raze_struckraze_struck Member, PRO Posts: 141

    @Tosanu said:
    I recommend that you have two attack stats. You have base power. And Attack. Make your attack equal to your Power plus any and all +s from the table. So that you never overwrite the original number entirely.

    That's a very good idea actually, That solves almost all problems, but now let me ask you this, if I change the value to table cell value whatever if a weapon is equipped, when I change to another weapon, will it deduct the initial values changed?

  • raze_struckraze_struck Member, PRO Posts: 141

    for example. base attack = 20 (int) Dont mind the syntax below, just saving time

    table cell value 1 weapon grants + 5attk
    table cell value 2 weapon grants +10 attk

    If I say (if cell value 1 = true, change base.attk to base.attk+tablecellvalue1)

    but if I say (if cell value 2 = true, change base.attk to base. attk+ table cell value 2)

    it will stack both for a total of 20 + attk right?

  • raze_struckraze_struck Member, PRO Posts: 141
    edited April 2014

    Basically I need to make them mutually exclusive events

  • raze_struckraze_struck Member, PRO Posts: 141

    @Tosanu said:
    I recommend that you have two attack stats. You have base power. And Attack. Make your attack equal to your Power plus any and all +s from the table. So that you never overwrite the original number entirely.

    Nevermind, I misread your comment. But i have 80 items !!! llol

  • TosanuTosanu Member, PRO Posts: 388

    Sort them into categories. Give each category a Zero state, for Empty. So have it check each equipment slot for Empty or for whatever bonus it has.

  • raze_struckraze_struck Member, PRO Posts: 141

    @Tosanu said:
    Sort them into categories. Give each category a Zero state, for Empty. So have it check each equipment slot for Empty or for whatever bonus it has.

    Sorry , I don't understand, what do you mean by category?

  • raze_struckraze_struck Member, PRO Posts: 141

    Some items will have +5attack, and +10 magic attack as well

  • raze_struckraze_struck Member, PRO Posts: 141

    @Tosanu said:
    Sort them into categories. Give each category a Zero state, for Empty. So have it check each equipment slot for Empty or for whatever bonus it has.

    I just thought of a more messed up way of doing it,

    what if I set game.attack to like 200, and then have each item say if equipped change game.attk to game.attk + 5, else game.attk to -5, and then initially you'll start with 20 attack because of all the false booleans.

  • raze_struckraze_struck Member, PRO Posts: 141

    In other words lets say the summation of all potential attribute bonuses on items equals
    +400 in each category, I could set the initial values to 420, meaning the game will start with 20 in each attribute. because all booleans will be false.

  • TosanuTosanu Member, PRO Posts: 388

    I dont recommend it since that sounds a bit overcomplicating.

    What I meant is, I assume you can only equip one of any "type" of item at a time. So the equation to confirm attack or stats should add one of each "type" like weapon, armor, hats, rings, so forth. Because of that, each type of item should have its own column or pair of columns, and each column should start with an empty hand option with zero stats, so that you can do the base as well. That way the game wont hunt through all 80 or so items one at a time, but instead sort them into their types and look for the one of each to plug into the equation.

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I'll admit I haven't followed this whole thread but maybe a demo will be helpful: https://www.dropbox.com/s/odov10fwgkvnx5y/Weapon Select & Attack Strength.zip.

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  • raze_struckraze_struck Member, PRO Posts: 141

    @Tosanu said:
    I dont recommend it since that sounds a bit overcomplicating.

    What I meant is, I assume you can only equip one of any "type" of item at a time. So the equation to confirm attack or stats should add one of each "type" like weapon, armor, hats, rings, so forth. Because of that, each type of item should have its own column or pair of columns, and each column should start with an empty hand option with zero stats, so that you can do the base as well. That way the game wont hunt through all 80 or so items one at a time, but instead sort them into their types and look for the one of each to plug into the equation.

    well you are certainly right, I wish I read this before hand, guys I'm going crazy trying to figure this out

    @tatiang said:
    I'll admit I haven't followed this whole thread but maybe a demo will be helpful: https://www.dropbox.com/s/odov10fwgkvnx5y/Weapon Select & Attack Strength.zip.

    A bit confused about this one I'm not going to lie.

  • raze_struckraze_struck Member, PRO Posts: 141

    Nevermind this demo was helpful thank you soo much , iLL JUST HAVE TO CREATE
    ATTACK INCREASE, ATTACK INCREASE 2....and so on for different types of equip and say

    attack = base + attack inc 1 + attack inc 2 and so on

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