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

manikus 02-16-2008 05:09 PM

Re: DC Tutorial: How to create a combat event
 
No troubles. I think we all have a lot of real life stuff going on at the moment. :)

=Always, Always, Once only| Quest #4, Automatic
>Text Stament (original statement, basically "hi"
=Always, If Event Doesn't happen, Once only
>Text Stament (original statement, basically -useless conversation-
=Always, If Event Doesn't happen, Once only
>Text Stament (original statement, basically -useless conversation-
=Always, If Event Doesn't happen

Should look like -

=Always, Always, Once only| Quest #4, Automatic
>Text Stament (original statement, basically "hi"
=Always, Always, Once only
>Text Stament (original statement, basically -useless conversation-
=Always, Always, Once only
>Text Stament (original statement, basically -useless conversation-
=Always, Always

Funky Dynamite 02-21-2008 04:20 AM

Re: DC Tutorial: How to create a combat event
 
...I think I tried that. I think they fired before the quest event. but I'll try it again....

manikus 02-21-2008 09:26 AM

Re: DC Tutorial: How to create a combat event
 
It may be that it didn't work properly, but I don't think they can fire before the quest event, since they are chained off of it. If they did, please report the bug to SourceForge, 'cause that's something we'll need to get on right away. ;)

Funky Dynamite 02-28-2008 11:58 AM

Re: DC Tutorial: How to create a combat event
 
ok, tested it....
I still haven't laid in the night events, but they didn't fire at the beginning...they fired at the end. Thing is those events are for when the party first enters town and comes to the place in daytime. I didn't mean for them to fire -after- the quest event.
Was I right to make them "If event does not happen" then after all?

manikus 02-28-2008 12:19 PM

Re: DC Tutorial: How to create a combat event
 
So, after quest 3 has done it's thing, the events at the end should not fire?

I will suggest to you what I have suggested to SilentThief, to make a flow chart of the complicated event chains.

I admit that I am having a hard time comprehending exactly what you are trying to do. :) (And when you are trying to do it.) I feel like the advice I'm giving isn't helpful because I am not sure what you are trying to accomplish.

Don't give up. :D We'll get this figured out.

I need you to spell exactly what you are trying to do, and if you can add some graphics, that might help me, too. :P

Dinonykos 02-28-2008 12:38 PM

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

Originally Posted by manikus (Post 1201081)
I need you to spell exactly what you are trying to do, and if you can add some graphics, that might help me, too. :P

Yep, e.g. posting some screenshots from the event editor would be fine.

SilentThief 03-07-2008 04:18 PM

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

Originally Posted by Dinonykos (Post 1199504)
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...)


I have a suggestion on how this trigger could be useful. If you have an item that has a use command, and it works special in a certain location the trigger for "party at x,y" would come into play.

-SilentThief
PS, been gone for a while and I'll be off and on becuz I don't have internet anymore (its the first thing to go up on the bill chopping block)

Dinonykos 03-10-2008 08:35 AM

Re: DC Tutorial: How to create a combat event
 
This is certainly a good suggestion, but the problem is still the same: The item would work on EVERY level at the same location (if I understood rightly). You can certainly combine the trigger with quest triggers or something similar. However, it would be better if the "if party at x,y"-trigger contained furthermore "at level X".

SilentThief 03-12-2008 12:45 AM

Re: DC Tutorial: How to create a combat event
 
that seems correct. I dunno if there is a $GET_PARTY_LEVEL or something (haven't had time to look L8-ly), but you could code in your own check with a quest that tracks the mod level.

anyhow, it isn't all that useful.

-ST

Dinonykos 03-12-2008 08:21 AM

Re: DC Tutorial: How to create a combat event
 
I have not found a thing like $GET_PARTY_LEVEL, thus the combination with quest stages seems the best solution.


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