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Old 01-23-2008, 03:19 PM   #11
manikus
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Default Re: DC Tutorial: How to create a combat event

The fog of the past... that sounds better than "the fog of getting old".
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Old 01-23-2008, 09:06 PM   #12
SilentThief
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Default Re: DC Tutorial: How to create a combat event

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Originally Posted by manikus View Post
Here's a tutorial that I've done for adding combat events to your design.

It's aimed at people new to Dungeon Craft.

It's the first in a new line of tutorials that will eventually become the DC Designer's Guide.
This is awesome. There really needs to be some update on the help file (and the GDPL help was almost non-existant). I wanted to include all the weird things that the events could do in the GPDL & Logic block stuff I was doing, and I really didn't touch on the events much.

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
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Old 01-24-2008, 01:45 AM   #13
manikus
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Default 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.

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.
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Old 01-24-2008, 01:56 AM   #14
Uatu
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Default Re: DC Tutorial: How to create a combat event

Monster manual? What's that going to include?
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Old 01-24-2008, 05:45 AM   #15
Dinonykos
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Default Re: DC Tutorial: How to create a combat event

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The fog of the past... that sounds better than "the fog of getting old".
My lack in vocabulary sometimes leeds to such strange expressions...

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...
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Old 01-24-2008, 11:51 AM   #16
Funky Dynamite
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Default Re: DC Tutorial: How to create a combat event

Heck, Din, I sometimes talk like Yoda.
....
Honest.
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Old 01-24-2008, 12:09 PM   #17
Funky Dynamite
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Default 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?
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Old 01-24-2008, 01:40 PM   #18
manikus
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Default 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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Old 01-24-2008, 03:29 PM   #19
Dinonykos
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Default 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.

Quote:
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And what I meant by verstility of events is they're not as verstile as I'm used to....
What do you mean by used to? Is it more versatile in FRUA?
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Old 01-25-2008, 06:55 AM   #20
SilentThief
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Default Re: DC Tutorial: How to create a combat event

Quote:
Originally Posted by manikus View Post
The fog of the past... that sounds better than "the fog of getting old".
Sounds like a spell (Azarith casts "fog of the past" on the goblin...)

Quote:
Originally Posted by manikus View Post
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".
I remember the talks about the FAQ from some years ago. As for the help file being updated, that would rock!!! There are a few of the links (for lack of better name) that end up having an error message when you click them.

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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