Create account / Log in

Cards (units) in inventory

Talk about module design ideas and techniques.

Moderators: uckelman, Tim M

Cards (units) in inventory

Postby Rindis » March 15th, 2015, 2:59 am

Okay, F&E 2.0 module again:

There are Admirals in the game with hidden ability scores. These are drawn randomly out of a pool, and the ability gets revealed later when used. Pretty standard: make a deck of the pieces with all the possibilities, use mask and keep them unrevealed.

But, I've also got an inventory window. I've managed to get it to only report these pieces when they are not in the deck (and are therefore a valid in-play piece in the game). But, it always reports the unmasked name in the inventory, even while the piece is masked. How do I fix that?
User avatar
Rindis
 
Posts: 198
Joined: December 22nd, 2007, 12:49 am

Re: Cards (units) in inventory

Postby iam2509 » March 21st, 2015, 9:27 pm

One way of controlling what is viewed in inventory is to have a GENERIC image as the primary image for a piece.

Then have a LAYER where the 2nd image is the piece itself - so only when that layer is activated (increased) is the unit known. (possibly when the piece is deployed on the main map) All the while the piece is still masked if need be so only the controlling player knows the identity of the piece.

Just an idea and may not be directly applicable to your situation...
User avatar
iam2509
 
Posts: 72
Joined: August 1st, 2010, 12:01 am

Re: Cards (units) in inventory

Postby Rindis » March 22nd, 2015, 1:24 am

I've been thinking I'll have to do that, even though I really shouldn't need to. I'll also have to have some extra triggers in there to make sure it all goes right, since, while masked, no one should know what the piece really is.
User avatar
Rindis
 
Posts: 198
Joined: December 22nd, 2007, 12:49 am


Return to Module Design

Who is online

Users browsing this forum: No registered users and 3 guests