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#11 |
Drow Warrior
![]() Join Date: July 8, 2003
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I'm still curious......why would it not be
nearly as easy to use a step event to accomplish this "wall event"???? |
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#12 |
Avatar
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It is just quicker, no need to manually place an event every time you place a wall of the relevant type.
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#13 |
Drow Warrior
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But step events run each time the party takes
a step, do they not? Putting a wall in place would not affect that, would it? Perhaps I don't know what a step event is or something. Certainly, I have never used any such thing myself and am pretty much guessing as to how it works. Here is what I suggest...... A) Every time the party takes a step, the step event runs. It makes no difference what wall is present. If you add another wall, so what? The step event runs whether the wall is there or not. B) The step event checks to see what kind of wall is present and does different things depending on the type of wall. You can add or delete walls as you please.....the step event remains unchanged and works because of the wall type that you have placed. |
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#14 |
Symbol of Cyric
![]() Join Date: March 20, 2006
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B) comes close to what is whished, however, step events are tied to a square, and a square can be surounded by 0 to 4 walls. This means that the step event would have to check which wall is north, east, west, south of the square, and from where the party comes.
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#15 |
Jack Burton
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I think Paul has it right, and it's even easier than what I think is the way to go.
![]() In Paul's scenario, the step event would check if there were walls, where these walls are and what wall they are. Depending on the answers, an event chain would continue or abort. So what happens if two walls with conflicting events are triggered this way? Well, what happens when they're triggered by the wall-event method? The designer still has to pay attention to what she is doing. ![]() I don't mean to be cheeky by asking this, but how many people in this thread have tried anything like this with the current method and found the copying and pasting unbearable? 8'] I've created literally hundreds of designs for DC and copying and pasting events (or whole chains if you'd like) is really as simple as it gets. I'm not knocking this request or the people in it, but a lot of times people suggest something because they've tried doing one or two events (for example) and weren't aware of DC can already do, or you know, whatever. |
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#16 | |
Symbol of Cyric
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![]() Quote:
Well, I admit I didn't think of the step event using checks for walls as a possibility. Paul gave a concrete enough example of how this would work, and I see how it could work this way (becuz I can picture how to go about doing it without even getting it to work... I'd have to sit down and write it out in script or logicblock to make it work but that would be easy enough) I'll give it a go sometime here soon when I'm not living off of 8 hours of sleep in four days 8) ST
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#17 | |
Drow Warrior
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all these shenanigans every time the party took a step. But that is what computers are good at. Doing the same simple thing millions of times. You---the designer---only have to do it once--- when you write the script. That is what you are good at----writing a complex script and feeling delight the first time it works. Of course, it won't work the second time. But then its called debugging. Ugh! |
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#18 |
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As long as it did not slow the game down any.
Presumably you would call "wall" step events before the other step events, the party goes through the wall before it steps into the square. You could add a tool to the Editor to automatically place wall events as step events right throughout the level. |
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#19 |
Symbol of Cyric
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I had already envisioned (in some of my scripting ideas) having many different checks versus status numbers (in quests/ASLs) that would run every single step in every square/level/dungeon/overland. I did do a little playing around with this back before I had lost internet (like middle of last year).
Doing step checks every step has no slowdown that I could see... I imagine you wouldn't see any slowdown unless you had complex multilevel event trees with thousands of possibilities. ST
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#20 | ||
Drow Warrior
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![]() Quote:
in order from 1 to 8. Presumably you would use #1 as your wall event. Quote:
to occur in ALL zones. |
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