nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 08:18 AM |
Say I'm in an Role-Playing Game and some guy walks up to me and kills the monster I worked hard to kill. The game can't tell who got the credit, so it typically gives the credit to the person who dealt the last blow, the guy attempting to steal my kill. I'm certain those who PVP share the same grievance of people stealing kills from them, or people resetting/falling off just to nullify your kill. Maybe you wanted the flag or the money, but someone is hogging it?
This problem can be solved with a new scripting variable in the form of "StatCredit". If a stat can be earned by tangibly interacting or killing a physical brick/model/humanoid and not by a script intangibly granting you the stat (I.E, :change me KOs 999999), you can receive credit for it. This will not break existing scripts, as these are a toggle-able variables. You know you have credit when you see a picture of your ROBLOXian or your name ("PictureCredit" and/or "NameCredit") above the humanoid or object's name, if it is displayed (This can be toggled on/off with "ShowCredit"). If there is no name, it would just display the killers/shareholders above the brick/model/humanoid. "CreditDistance" would ensure you are closer to the object/person, the distance can be typed in studs. If you want people to share, there is another variable named "CreditDivide" that would split the credit up between those who have participated in the activity. Typically, most of the proposed scripting variables with the exception of CreditDistance's studs are true/false variables, so you can just toggle the settings on or off under the brick/model/humanoid's properties, while clever scriptwriters can code-in credit association.
For killing an enemy, it would place those who participated in combat over the name of the humanoid. When he/she/it dies, combat participants receive full or partial credit for the kill, regardless of most of the amount of effort the participants gave. (Yes, I know there would be leechers. If you are too far away from the battle or do too little damage, you don't get credit, you actually have to participate.) This would be known as "CombatCredit" in general, with KOs/WOs being examples of stats given in combat. "CreditDamagePercentage", only for combat, would be the damage needed against that humanoid for credit. If it is set to 0, then it is bad programming on the owner's end, as people would leech. So it can't be set to 0, only as low as 1, and that's pushing it. You have to set a threshold under the humanoid's list of properties (Like Health, etc.) so that you need to participate to receive credit. In PVP and in general, this is under the Work-space's settings/properties.
But, what happens when the tangible matter is not a humanoid capable of combat (Non-combat humanoids fit this category)? Now we have "ObjectCredit". If multiple people share the brick/model and it gives a certain stat, it would state the shareholders above the brick. This wouldn't interfere with Tycoons, as earning money is typically owner-specific. This is more-so for non-owner-specific bricks, such as "Win 5000 (Stat)!" from the VIP givers, or capturing a flag for your team. If one person were to touch it, all of the current shareholders get credit, either partially or fully. Walk too far away? You have to interact with the brick again to become a shareholder.
The scripting tree, stated shortly:
StatCredit, with ShowCredit enabled, would display either or both PictureCredit and/or NameCredit. CombatCredit/ObjectCredit. CreditDistance/CreditDamagePercentage/CreditDivide. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 08:36 AM |
| Support. I hate it when people steal my kills :P |
|
|
| Report Abuse |
|
|
| |
|
|
| 20 Sep 2013 10:38 AM |
| Very scriptable. Hint: IntValues. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 10:39 AM |
| Well, I would use IntValues. Maybe NumberValues. MAYBE ObjectValues. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 10:41 AM |
| Also, this is either not possible or extremely buggy to the point of unknown things occuring (Nearby players being awarded damage which was dealt by a player with a gun, players getting awards for monsters dying to terrain, etc) |
|
|
| Report Abuse |
|
|
shred1894
|
  |
| Joined: 30 Aug 2009 |
| Total Posts: 6515 |
|
|
| 20 Sep 2013 11:04 AM |
| It is up to the scripter of the place to make a system for this. |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 12:51 PM |
@"Scriptable"
Name me multiple Places that uses the exact system I propose, for both killing and sharing something.
Then, request the owner give you his script. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 01:08 PM |
function DamageHumanoid(humanoid, damage) local damage = math.min(damage, humanoid.Health) humanoid:TakeDamage(damage) if damage > 0 then local value = humanoid:FindFirstChild(player.Name) if value then value.Value = value.Value + damage else local value = Instance.new('IntValue', humanoid) value.Value = damage value.Name = player.Name end end end
function HumanoidDied(humanoid) for i, v in next, humanoid:GetChildren() do local player = game.Players:FindFirstChild(v.Name) if v.Value > humanoid.MaxHealth * 0.6 and player then --0.6 = 60% maximum health player.leaderstats.Money.Value = player.leaderstats.Money.Value + 10 --Increase stats please! end end end |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 01:10 PM |
| That's just a rough example, and I have not tested it, but my point still stands. |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 01:11 PM |
@Notunkown99
Good, now for sharing and/or "ObjectCredit". As in, the other half of my idea's primary scripts. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 01:12 PM |
| ...Why do I have to make these? You could learn and make it yourself. That IS what Lua is for... |
|
|
| Report Abuse |
|
|
| |
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 01:59 PM |
@Nonunknown99
It's just to support your stance as a non-supporter. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 02:02 PM |
| That is something I would build into a place when I need it. It WOULD be possible to script it, but it would be longer than I care to create... |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 02:06 PM |
@Notunknown99
The idea would simplify that process by a country mile. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 02:08 PM |
| But its still scriptable. Honestly, that would not be that much harder to make for a specific appliance. A general script would be harder, however. |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 02:18 PM |
@Notunknown99
Maybe people want toggle-able options instead of scripts? Not everyone knows how to script. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 02:25 PM |
| Those people either use models or learn. You cannot be given everything, you know. You WILL need to learn to script if you want a good game without use of free models. |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 02:45 PM |
@Notunknown99
It depends on how the free models are used and placed. Even popular place creators use map ideas, which were free models when they obtained them. SFT? The Stalker? Free models. But do I care? No.
It matters on if the game is fun, not how well-made it is. Stock Market Tycoon by TheGamer101? Beat it, done with it, he could have used Finite's number system instead of the default number system, but that was a well-made game.
The idea would help with fun, as it would solve issues during gameplay. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 02:47 PM |
I did not say that free models made a game instantly bad, I said that unless you want your game to be entirely free models you will need to learn to script.
Anyway, there will probably be something like this on Free Models for you to use... |
|
|
| Report Abuse |
|
|
Cav33
|
  |
| Joined: 04 Sep 2012 |
| Total Posts: 1375 |
|
|
| 20 Sep 2013 02:51 PM |
| Support! I knew what you meant since the game Super Smash Bros. had a system almost like what you stated! |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 02:56 PM |
@Notunknown99
I'm mind-mapping my RPG, but I need an OBC account and the "Universes" hack-week idea for that.
I was inconvenienced gameplay-wise, not Studio-wise, so the idea cropped up. |
|
|
| Report Abuse |
|
|
|
| 20 Sep 2013 02:58 PM |
| Anyway, this idea is extremely scriptable and not really that hard to script. The idea is redundant. |
|
|
| Report Abuse |
|
|
nairb
|
  |
| Joined: 14 Dec 2007 |
| Total Posts: 12396 |
|
|
| 20 Sep 2013 03:15 PM |
@Notunknown99
So were Dialog bubbles, but ROBLOX implemented them anyway. |
|
|
| Report Abuse |
|
|