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#1 |
Dungeon Master
![]() Join Date: March 18, 2001
Location: Alamo, CA, USA
Posts: 52
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I wanted to thank Cocoaspud for turning around the update (version .907) so quickly after learning of the sound and music problem. Its much appreciated.
My frame of reference with regard to DC comes primarily from using the original UA so please bear with me. If I wanted to get different responses from an NPC depending upon some condition, I just used a chain statement which tested for the condition and executed one event if the condition tested true and another if the condition tested false. For instance, Does the character have Item A? Yes, Run text statement #1. No, run text statement #2. (I would also add a character facing test in the text statement if I didn't want the event firing everytime the character exited a door for instance, only when he entered). Is this the best way to execute this in DC? I understand about nested chains and progressive conditionals to simulate more complex interaction in the module. I'm just not sure I'm using DC to its full capability.
__________________
\"Things should be made as simple as possible but not simpler.\" |
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#2 |
Drow Warrior
![]() Join Date: July 8, 2003
Location: Madison, Wisconsin
Age: 85
Posts: 296
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I am no expert in UA (or DC) design. So take this
for what it is worth....not too much. DC was intended to function as much like UA as possible. So if you have a comfortable way (a UA way) of handling your events then that is certainly the 'right' way to do it in DC. Things have been tacked on top of the 'UA way' but they mostly are intended to allow you to do things that are otherwise impossible or very inconvenient. Like responding to words that the player enters. |
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