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-   -   Feature request - wall step thru event (http://www.ironworksforum.com/forum/showthread.php?t=101454)

Paul Stevens 04-27-2010 10:21 AM

Re: Feature request - wall step thru event
 
I'm still curious......why would it not be
nearly as easy to use a step event to
accomplish this "wall event"????

Shadow Stranger 04-27-2010 11:05 AM

Re: Feature request - wall step thru event
 
It is just quicker, no need to manually place an event every time you place a wall of the relevant type.

Paul Stevens 04-27-2010 11:55 AM

Re: Feature request - wall step thru event
 
But step events run each time the party takes
a step, do they not? Putting a wall in place
would not affect that, would it? Perhaps
I don't know what a step event is or something.
Certainly, I have never used any such thing
myself and am pretty much guessing as to
how it works.

Here is what I suggest......

A) Every time the party takes a step, the step
event runs. It makes no difference what
wall is present. If you add another wall, so
what? The step event runs whether the wall
is there or not.

B) The step event checks to see what kind of
wall is present and does different things
depending on the type of wall. You can add
or delete walls as you please.....the step
event remains unchanged and works because
of the wall type that you have placed.

Dinonykos 04-27-2010 02:21 PM

Re: Feature request - wall step thru event
 
B) comes close to what is whished, however, step events are tied to a square, and a square can be surounded by 0 to 4 walls. This means that the step event would have to check which wall is north, east, west, south of the square, and from where the party comes.

manikus 04-27-2010 05:05 PM

Re: Feature request - wall step thru event
 
I think Paul has it right, and it's even easier than what I think is the way to go. :)

In Paul's scenario, the step event would check if there were walls, where these walls are and what wall they are. Depending on the answers, an event chain would continue or abort.

So what happens if two walls with conflicting events are triggered this way? Well, what happens when they're triggered by the wall-event method? The designer still has to pay attention to what she is doing. ;) Now, if we were talking about a random level generator (I think about this from time to time), then we would need a very tight ruleset I suppose, but the issues are the same for whatever method used to place events.

I don't mean to be cheeky by asking this, but how many people in this thread have tried anything like this with the current method and found the copying and pasting unbearable? 8'] I've created literally hundreds of designs for DC and copying and pasting events (or whole chains if you'd like) is really as simple as it gets.
I'm not knocking this request or the people in it, but a lot of times people suggest something because they've tried doing one or two events (for example) and weren't aware of DC can already do, or you know, whatever.

SilentThief 04-27-2010 07:09 PM

Re: Feature request - wall step thru event
 
Quote:

Originally Posted by Paul Stevens (Post 1239735)
But step events run each time the party takes
a step, do they not? Putting a wall in place
would not affect that, would it? Perhaps
I don't know what a step event is or something.
Certainly, I have never used any such thing
myself and am pretty much guessing as to
how it works.

Here is what I suggest......

A) Every time the party takes a step, the step
event runs. It makes no difference what
wall is present. If you add another wall, so
what? The step event runs whether the wall
is there or not.

B) The step event checks to see what kind of
wall is present and does different things
depending on the type of wall. You can add
or delete walls as you please.....the step
event remains unchanged and works because
of the wall type that you have placed.


Well, I admit I didn't think of the step event using checks for walls as a possibility. Paul gave a concrete enough example of how this would work, and I see how it could work this way (becuz I can picture how to go about doing it without even getting it to work... I'd have to sit down and write it out in script or logicblock to make it work but that would be easy enough)

I'll give it a go sometime here soon when I'm not living off of 8 hours of sleep in four days 8)

ST

Paul Stevens 04-27-2010 11:07 PM

Re: Feature request - wall step thru event
 
Quote:

This means that the step event would have to check which wall is north, east, west, south of the square, and from where the party comes.
Yes.....the step event would have to go through
all these shenanigans every time the party took
a step. But that is what computers are good at.
Doing the same simple thing millions of times.
You---the designer---only have to do it once---
when you write the script. That is what you are
good at----writing a complex script and feeling
delight the first time it works. Of course, it won't
work the second time. But then its called
debugging. Ugh!

Shadow Stranger 04-28-2010 02:57 AM

Re: Feature request - wall step thru event
 
As long as it did not slow the game down any.
Presumably you would call "wall" step events before the other step events, the party goes through the wall before it steps into the square.
You could add a tool to the Editor to automatically place wall events as step events right throughout the level.

SilentThief 04-28-2010 07:36 AM

Re: Feature request - wall step thru event
 
I had already envisioned (in some of my scripting ideas) having many different checks versus status numbers (in quests/ASLs) that would run every single step in every square/level/dungeon/overland. I did do a little playing around with this back before I had lost internet (like middle of last year).

Doing step checks every step has no slowdown that I could see... I imagine you wouldn't see any slowdown unless you had complex multilevel event trees with thousands of possibilities.

ST

Paul Stevens 04-28-2010 10:18 AM

Re: Feature request - wall step thru event
 
Quote:

Presumably you would call "wall" step events before the other step events, the party goes through the wall before it steps into the square.
That would be your business. We process the step events
in order from 1 to 8. Presumably you would use #1 as your
wall event.

Quote:

You could add a tool to the Editor to automatically place wall events as step events right throughout the level.
Just tell the editor that you want the step event
to occur in ALL zones.


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