- Joined
- May 1, 2014
- Messages
- 17
- Reaction score
- 1
- First Language
- English
- Primarily Uses
Hello, I've been trying to work out a menu system/presentation for a Wizardry-like game, based off the older titles and their remakes in the series. To briefly explain what I'm trying to do: Wizardry's setup is that of a constant menu showcasing the current party's characters (a maximum of 6), and their name, class, AC (armor class, or their defense value based off equipment and magical effects), positive or negative modifiers (such as a regeneration effect using a "+" sign and a HP deterioration effect using a "-"), current and max HPs (with the max HP field also used to show negative effects such as poison, paralysis or death; this would overwrite the current max HP value being shown).
This menu was, barring a button press to hide it, constant. All values were updated in realtime to keep players' aware of any changes (such as walking over a pit or fire trap, which would pop up a warning and update the loss of HPs). It's similar to, say, older Dragon Quest titles as well (understandable as Yuji Horii was a huge Wizardry fan) .To give an idea of how this looks, here is a picture of the game while in combat:
(a positive/negative effect on player HP would be displayed right next to the AC value)
As mentioned before, the lower menu was constant throughout the game, outside and during combat (only disabled in some area transitions). My main issue is that I have created a new window through the "def initialize -> super" code, along with coordinates. However, I'm having several issues. One, is that while I can draw name, class and HP, I cannot seem to draw things like a character's DEF value onto the window because I cannot find the appropriate code. For instance, "draw_actor_class" or "draw_actor_hp" work, but something like "draw_actor_mhp" (maximum HP) doesn't, and this means I also can't draw current state changes (poison, blind, etc). The second issue is that I also can't seem to quite get the values for actors other than the main one.
I've looked around the forums and haven't seen a system like this, so I was wondering if, in the case that no one is available to code something like this, to at least point me in a general direction regarding how to do so (I'll still keep on trying, in any case). Thanks in advance.
This menu was, barring a button press to hide it, constant. All values were updated in realtime to keep players' aware of any changes (such as walking over a pit or fire trap, which would pop up a warning and update the loss of HPs). It's similar to, say, older Dragon Quest titles as well (understandable as Yuji Horii was a huge Wizardry fan) .To give an idea of how this looks, here is a picture of the game while in combat:
(a positive/negative effect on player HP would be displayed right next to the AC value)
As mentioned before, the lower menu was constant throughout the game, outside and during combat (only disabled in some area transitions). My main issue is that I have created a new window through the "def initialize -> super" code, along with coordinates. However, I'm having several issues. One, is that while I can draw name, class and HP, I cannot seem to draw things like a character's DEF value onto the window because I cannot find the appropriate code. For instance, "draw_actor_class" or "draw_actor_hp" work, but something like "draw_actor_mhp" (maximum HP) doesn't, and this means I also can't draw current state changes (poison, blind, etc). The second issue is that I also can't seem to quite get the values for actors other than the main one.
I've looked around the forums and haven't seen a system like this, so I was wondering if, in the case that no one is available to code something like this, to at least point me in a general direction regarding how to do so (I'll still keep on trying, in any case). Thanks in advance.

