[🔁] Alternating Gadget System

this’ll make a system so instead of reloading, you get a new gadget.
there are a few issues, but they’re 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.

image


2nd lifecycle settings

event: gadget fired

image


this is where the going gets tough. lock in, 'cause i can’t explain anything good.


counter settings

okay, this’s 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.

image


[rare zapper]


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, we’ve 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

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 like…
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 gadget’s 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

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 doesn’t go back down.

what?

we can fix this by making a channel called restart.checker
when the target is reached. then, move to the ‘reset checker’ 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.’
there we go. all done. but one more issue. don’t worry, this one is unfixable.

when the item is taken away and another is granted, the player has to select the next gadget…
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

8 Likes

When will I need this: probably never
am I going to make this: Yes

Nice guide!

Can this be used for an instant reload system?

it could be ig
the idea is that the player reaches the point where they would reload,
and the game gives them a new gadget
but it could just give the same gadget twice in a row


long story short, i guess it could

2 Likes