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Old 01-25-2008, 11:02 AM   #21
manikus
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Default Re: DC Tutorial: How to create a combat event

I'm not sure how 'fixed' the help file will end up. There are a ton of links that go absolutely nowhere, as they were ideas for future expansion. I'll probably fill in what's logical, especially if I am going to be covering that in the guides. But, it's too big of a project to handle help files, a F.A.Q. and guides. On that note, the F.A.Q. is actually up at the wiki on SourceForge. That means if you wanted to add to the GPDL section, you could. I don't believe I've actually used GPDL in a design, either finished or ongoing.

For the Monster Manual, I'm going to spoof the AD&D books, but with DC stats.
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Old 01-25-2008, 11:31 AM   #22
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Default Re: DC Tutorial: How to create a combat event

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Originally Posted by Dinonykos View Post
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.


What do you mean by used to? Is it more versatile in FRUA?
No, not FRUA, other makers I've worked with. The events work with switches.
Y'know...flip this switch on and then this one off....
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Old 01-25-2008, 12:04 PM   #23
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Default Re: DC Tutorial: How to create a combat event

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No, not FRUA, other makers I've worked with. The events work with switches.
Y'know...flip this switch on and then this one off....
Do you mean games like RPG Maker and that genre? I always found those switches very confusing.

I'd be interested to know if anyone has any experience with the Bard's Tale Construction Kit and how it works. (I guess I could d/l it and see, but I'm feeling lazy. )

The other project I'm involved in, RuneSword II, which is also an open source game engine/editor does not use switches, but uses scripting quite heavily, much like NeverWinger Nights and other more modern U.S. RPGs.
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Old 01-25-2008, 04:53 PM   #24
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Default Re: DC Tutorial: How to create a combat event

any chance to allow for Bards Tale conversions?

-SilentThief
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Old 01-25-2008, 05:47 PM   #25
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Default Re: DC Tutorial: How to create a combat event

I've never played it, and I don't know about Tarlanon...probably not much chance.
But, hey. You can always ask. Or at least put in a feature request.
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Old 01-28-2008, 09:27 AM   #26
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Default Re: DC Tutorial: How to create a combat event

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Originally Posted by manikus View Post
Do you mean games like RPG Maker and that genre? I always found those switches very confusing.

I'd be interested to know if anyone has any experience with the Bard's Tale Construction Kit and how it works. (I guess I could d/l it and see, but I'm feeling lazy. )

The other project I'm involved in, RuneSword II, which is also an open source game engine/editor does not use switches, but uses scripting quite heavily, much like NeverWinger Nights and other more modern U.S. RPGs.
*nods to RPG Maker* Those switches are very much more easier than they appear. To be honest, DC is quite confusing to -me-. But, confusion, like everything else, is a matter of perspective....
I'm not saying DC is bad, by no means. It's just..different...than what I'm used to.
Anyway, what Bard's Tale are you guys talking about?
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Old 01-28-2008, 10:25 AM   #27
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Default Re: DC Tutorial: How to create a combat event

I agree about the perspective you're coming to it with. I'm coming to DC from FRUA which is the same type of events, so it all seems natural to me.

The Bard's Tale Construction Kit, came out in the mid-90s, and as far as I know, allows a person to make adventures like the Bard's Tale titles.
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Old 01-29-2008, 05:10 PM   #28
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Default Re: DC Tutorial: How to create a combat event

like the old video game? Thieives? could hide in shadows and sneak attack for HUGE amounts of damage
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Old 01-29-2008, 06:12 PM   #29
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Default Re: DC Tutorial: How to create a combat event

Okay guys, I need some major help here, fact it's driving me nuts!
I'm having a -lot- of problems ith the priority of events.
I need to have an event fire most of the time, but I need it not to fire and another event to fire in it's place, in the same location.
How do I do that?
Now I have two or three events firing when I'm only intending -one- to fire. Yes, I have them triggered for different things but there are times when -all- the triggers are in effect. And, of course, boom, when I hit the event, everything fires at once. How do I stop that? How do I set priorities?
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Old 01-29-2008, 06:51 PM   #30
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Default Re: DC Tutorial: How to create a combat event

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...
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