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I'm making a game called Kontania, I was wondering could I make a karma system in Coldstone like Ultima 4 where you have to be really good to win. Just a thought...
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Yes. The player has a karma attribute (or name it the way you want) that is not used by the engine. Thus, you can make whatever you want with it (like increase or decrease it depending on the player's actions).
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that's great for paladins and the like
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Can this Karma system be made to apply to NPC's as well (monsters and townsfolk)?
sol
I just thought of a good use for Karma, but due to the extensive background I've already written and filed away, I can't use it, so I'll post it here:
Use Karma points like spell points, so you lose Karma whenever you cast a spell, so then you have to go around doing actions that raise Karma to regain Karmaspell points.
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Originally posted by Constantine MoG: **I just thought of a good use for Karma, but due to the extensive background I've already written and filed away, I can't use it, so I'll post it here:
Use Karma points like spell points, so you lose Karma whenever you cast a spell, so then you have to go around doing actions that raise Karma to regain Karmaspell points. **
That's exactly the cool sort of thing Coldstone will let you do with events and conditionals. I can't wait to see the tricks people will make Coldstone do in their games; the potential flexibility is amazing!
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Or combine karma with spellpoints so that you can have spells cost x mana and one or two karmana, or have a spell that costs like, -50(gives you fifty mana) for three karmana. There are just a huge number of uses for a karma stat. My question is, can you have more then one of them(ie, have karma, special kind of money(like jems), and some kind of skill counter so you can do certain things for doing others in a way that is viewable by the player)
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Oh, what i thought you meant was a karma system where people recated differently depending on the karma (sort of like reputation in Baulder's Gate).
And for some missions you need a certain karma to finish it. Or guards attack you if you karma is 0
etc
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Originally posted by Chocolate_Ambrosia: **Oh, what i thought you meant was a karma system where people recated differently depending on the karma (sort of like reputation in Baulder's Gate).
etc **
You could easily do this too. Repeat after me: Flexibility.... Flexibility.... Flexibility.... Get the idea?
(quote)Originally posted by Glenn: **You could easily do this too. Repeat after me: Flexibility.... Flexibility.... Flexibility....;)
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Yeah, the Karma system I wanted is one where people react to you differently with a different karma.
**
Yeah, that's exactlywhat i want. It adds a good moral feeling to the game.
So, is it or is it not possible to have multiple karma-like stats(ie karma, special currency, and karmana all at once)?
karma is not a word for different types of points, you misunderstood it. Karma is used as reputation was in BG.
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Originally posted by Lorenoth: **karma is not a word for different types of points, you misunderstood it. Karma is used as reputation was in BG.
The way it was desribed by some of you, I figured it was a fully-custom-use stat, and I thought if that is true, why not allow multiple settings, like three different uses(as desribed earlier for example).
just look up the word karma and spare us all a lot of time...
Lorenoth, you seem to be missing Dee's point: "Karma" is an attribute which 1) you can "name it the way you want" and 2) "is not used by the engine." You can use it as a "goodness meter" like Beeblebrox if you want, you can use it as "karmana" like Constantine MoG and Mouse were talking about, you can use it as something else entirely, or not at all as you like. There is no reason why it has to be used for reputation.
well won't they include points or a way of measuring gold in the engine, and other things like that? Whatever.. I think I successfully confused myself.
Karma, is an attribute stored as data in the global variables (at least in the pre-Ambrosia betas). You can have unlimited (or almost) global variables. These global variables can be altered or used via events. Therefore, an endless number of possibilities arise in there use.
Originally posted by Beeblebrox: **I'm making a game called Kontania, I was wondering could I make a karma system in Coldstone like Ultima 4 where you have to be really good to win. Just a thought...
**moderators:: Speaking of, read my new sig , I kno longer am at that email address so if you feel the need to warn or lower my Karma then---
Anyhow I wanted to build a game with a reverse karma system based upon becoming public enemy number one, like on Driver and such...intrigued??...
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