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-   -   DC Tutorial: How to create a combat event (http://www.ironworksforum.com/forum/showthread.php?t=98577)

Funky Dynamite 01-30-2008 03:09 PM

Re: DC Tutorial: How to create a combat event
 
Quote:

Originally Posted by manikus (Post 1199412)
What type of events? Step events? Zone events? What are your triggers? :) If these are events tied to particular coordinates, I can help you for sure. But, I'll have to look into step and zone events...

Normal events, like in a town. I don't have any problems with Step and Zone events.

manikus 01-30-2008 04:25 PM

Re: DC Tutorial: How to create a combat event
 
Normal events are the easiest to prioritize. :)
Let's say there are three events at a specific coordinate. We will call them "A", "B" and "C".
Set A as your top level event. A will only occur if some criteria is true, such as a quest. Set the chain trigger to "If Event Does Not Happen". Now add B and set it to occur if its criteria is met. Set its chain trigger to "If Event Does Not Happen". Now add C and set it to occur if it's criteria is met. :) That should do it for you.

Dinonykos 01-31-2008 07:56 AM

Re: DC Tutorial: How to create a combat event
 
I overlooked the chain triggers for several weeks when I started playing with DC. :D I should have asked also back then... :D

Dinonykos 01-31-2008 08:05 AM

Re: DC Tutorial: How to create a combat event
 
But this reminds me of the trigger: "if party is at x,y".

For example, it would be cool if a character would tell something special if the NPC talk event was triggered at special coordinates in a special level. I hoped this could be done via the "if party at x,y"-trigger, but unfortunately, it is not possible to add the level there. This makes this trigger useful for step events, which are restricted to one level, but not useful for NPC- or item-related events. Is there another possibility? I have not yet found a GPDL script for this, but perhaps I overlooked it.

(I could certainly do some levels with extra-ordinary high y or x coords which are only present in a few levels, but this solution is not convincing to me...)

Funky Dynamite 01-31-2008 06:11 PM

Re: DC Tutorial: How to create a combat event
 
Quote:

Originally Posted by manikus (Post 1199471)
Normal events are the easiest to prioritize. :)
Let's say there are three events at a specific coordinate. We will call them "A", "B" and "C".
Set A as your top level event. A will only occur if some criteria is true, such as a quest. Set the chain trigger to "If Event Does Not Happen". Now add B and set it to occur if its criteria is met. Set its chain trigger to "If Event Does Not Happen". Now add C and set it to occur if it's criteria is met. :) That should do it for you.

Okay, I'm not quite understanding....
I'm going to expand on your example, if I may...
Let's use...
A=Talk Event (happens when party first arrives in town)
B=Quest Event
C=Shop

Are you saying:
Talk Event
If Event Does Not Happen
Shop Event
If Event Does Not Happen
Quest Event
If Event Does Happen

Is that correct?
What if I wanted to add a fourth event in there? Would it be...?
Talk Event
If Event Does Not Happen
Text Statement (Shop is closed)
If Event Does Not Happen
Shop Event
If Event Does Not Happen
Quest Event
If Event Does Happen

Is that right?

manikus 01-31-2008 10:41 PM

Re: DC Tutorial: How to create a combat event
 
I'd need to know more about your events to give you a complete answer. :) Here's my interpretation and solution.

PCs come into town for first time and go to a particular place. They're greeted by an NPC who tells them a fact or two about the city. He then tells them that he has stuff to sell if they are interested. He lets them know that they are welcome any time, but he's only open from sun-up to sun-down so that he can spend some quality time with his wife and not work all of the time. ;)

It would be as follows:

Text event (triggers always, do event only once checked)(chain trigger is always)
Shop event (triggers daytime)(chain trigger is only if event doesn't happen)
Text event (triggers always) set to back-up one step on exit.

If you want to add another event to the chain, it's placement depends on what you want to do, and how you want it to depend on the other events. :):D:)

In my earlier post, I wasn't meaning to add a quest event in your chain, but to use the quest as a trigger.

Funky Dynamite 02-01-2008 05:19 PM

Re: DC Tutorial: How to create a combat event
 
Quote:

Originally Posted by manikus (Post 1199542)
I'd need to know more about your events to give you a complete answer. :) Here's my interpretation and solution.

PCs come into town for first time and go to a particular place. They're greeted by an NPC who tells them a fact or two about the city. He then tells them that he has stuff to sell if they are interested. He lets them know that they are welcome any time, but he's only open from sun-up to sun-down so that he can spend some quality time with his wife and not work all of the time. ;)

It would be as follows:

Text event (triggers always, do event only once checked)(chain trigger is always)
Shop event (triggers daytime)(chain trigger is only if event doesn't happen)
Text event (triggers always) set to back-up one step on exit.

If you want to add another event to the chain, it's placement depends on what you want to do, and how you want it to depend on the other events. :):D:)

In my earlier post, I wasn't meaning to add a quest event in your chain, but to use the quest as a trigger.

Exactly what I talking about. If I wanted to put in a event triggered by a quest in progress that totally keeps the shop event from functioning, where would I put that and what chain trigger would it be?
And what do you need to know?

Funky Dynamite 02-01-2008 05:59 PM

Re: DC Tutorial: How to create a combat event
 
Sorry, I mean totally, the player doesn't even get the nighttime text event, just the quest event.

manikus 02-01-2008 06:23 PM

Re: DC Tutorial: How to create a combat event
 
The shop event firing or not in the above example is all about the trigger. If it's not about day or night, but instead about the quest in progress, then that needs to be the trigger. It's not a separate event.
If your shop normally has the PCs back up one step when done, keep the second event, just don't put any text in it, but still check the box to back up one step when done.

Funky Dynamite 02-01-2008 07:46 PM

Re: DC Tutorial: How to create a combat event
 
Jeez, this is confusing....:(


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