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Re: DC Tutorial: How to create a combat event
The fog of the past... that sounds better than "the fog of getting old". :D:D:D
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Re: DC Tutorial: How to create a combat event
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an example of the weird stuff is that the "give experience" event can give a negative amount. But this is a much better idea than I had going with the rtf file. If there is anything I can help with (like let you know any strange things you can do with the events) lemme know -SilentThief |
Re: DC Tutorial: How to create a combat event
Believe it or not, this tutorial was finished in '04. It was part of the F.A.Q. that I was working on, but I seemed to be the only one interested, so it got tucked away.
I'm working on the help files now, which is what made me think of this. To be honest, I'm just going to fix some errors and fill in a bit on the parts where CocoaSpud wrote "something should go here". But, I'm not going to do much. I think the help file format is hard to work with and I'm tired of trying to remember which steps I have to go through to ocmpile it. Instead, I'm working on a couple of guides that will borrow from and expand on the help documentation and will be available in two formats, as web pages accessible from the Official site and/or SourceForge and as a pdf to download or view online which ever the end user prefers. :D There will be three guides (so far) a player's guide, a designer's guide and a monster manual. I also want to do an advanced design guide and a GPDL guide. I will definitely be needing some help on this project. :D:D:D |
Re: DC Tutorial: How to create a combat event
Monster manual? :D What's that going to include?
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Re: DC Tutorial: How to create a combat event
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I would also like to help with a guide. I remember that I once explained that I would write a "wall guide" or something like this, but than I left this after posting some grids... :( . However, this would be a good idea, right? Especially when this guide included how to change walls during gameplay and how to make "special" walls. One of the major problems would be my English, but if somebody corrected it... :D |
Re: DC Tutorial: How to create a combat event
Heck, Din, I sometimes talk like Yoda.
.... Honest. :) |
Re: DC Tutorial: How to create a combat event
And what I meant by verstility of events is they're not as verstile as I'm used to....
Okay, for example, suppose I make a event that prohibits you from going to up the stairs without a key, ie the event happens when you don't have the item. You buy the key from the innkeeper and hence you are to go up stairs (teleport to the second floor). Problem is, I'm stuck with the stupid key all game. I can't get rid of it because the event will activate once again and keep me from going up the stairs. For the life of me I can't figure out how to "turn" an event "off." Is there a way to do that, keep an event from functioning, simply? |
Re: DC Tutorial: How to create a combat event
You could do it with a quest, that way the players wont see the key, but they'll still only be able to go up once they have talked to whomever.
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Re: DC Tutorial: How to create a combat event
You may even easily combine both a key and a quest (as Manikus suggested). The blocking event will be triggered as long as the quest is not solved, and for solving the quest, you need the key. Something like this.
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Re: DC Tutorial: How to create a combat event
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I wish they included more on GDPL. There were a lot of commands that I found in the examples included that had no explanation in the help file and I suspect there are more that I don't even know about, and I'm still piecing the information together from what we can find. -SilentThief |
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