thisâll make a system so instead of reloading, you get a new gadget.
there are a few issues, but theyâre unfixable, so whatever.
materials
-lifecycle
-checker
-counter
-item granter
place 'em down.
1st lifecycle settings
event: game start
this will act as the device that grants the first gadget.
you can also use triggers, buttons, all that.
2nd lifecycle settings
event: gadget fired
this is where the going gets tough. lock in, 'cause i canât explain anything good.
counter settings
okay, thisâs gonna be hard to explain. think of the gadget you want. got it?
now find out how much ammo it has. then, put that into the target value.
item granter settings
okay, now we have to find the gadget you have and the next gadget you want
for this example, we start with a rare wooden wand. it has twenty-two ammo.
we wire our 1st lifecycle to the item we want in the beginning.
now, on game start, weâve got a wooden wand.
we want the counter to reach the target, then give the next gadget we want to give,
and remove the gadget we currently have.
image
checker settings
*deep breath
first, we understand that how this works is that we have a gadget.
now, we have an ammo counter, and a target.
but an issue. the counter checks for a gadget fired.
if we have an evil eye and a wooden wand, the evil eye will be incremented likeâŚ
eight times before we get the wooden wand. and it looks bad.
we fix this by making the lifecycle, then the checker and then the counter.
after all of this, we get (shockingly) a lifecycle, the item you want to check for,
then the total ammo in the form of the gadgetâs target, then
the gadget giving the next gadget and removing the current gadget.
check type: item amount
item: [desired gadget]
comparison: equal to
value: 1
image
-the lifecycle finds the gadget fired, then the checker checks for the gadget we want to count ammo with
-then, if the checker passes, we get the target after a while, so now for the gadgets
-this gives the next gadget, and gives negative of the current gadget
wrapup
we got it down?
good.
this is best explained in the checker description, but comment if you need more help.
just one more issue. the checker target is reached, and when it does, it doesnât go back down.
what?
we can fix this by making a channel called restart.checker
when the target is reached. then, move to the âreset checkerâ channel and fill it in.
now, do it for all checkers so that it can be infinitely repeated, as i think i would be intended to be.â
there we go. all done. but one more issue. donât worry, this one is unfixable.
when the item is taken away and another is granted, the player has to select the next gadgetâŚ
manually. ick. anyways, it might be sort of an inconvenience, but the system is cool.
final result
image
-the game gives a wooden wand , trigger or otherwise
-after all ammo is consumed, it switches to the evil eye
-then, it gives a zapper, then back to the wooden wand
-each time, it checks to see if the gadget is the right one before incrementing
forgive my abysmal spelling
tell me if i need more