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Old 11-17-2008, 12:09 PM   #11
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: Event-based combat II

Hello, I don't know if you guys remember me, but I used ot be on this forum back in the day.

I just went to the eye doctor and he dilated both eyes, so it will be a while before I can get back to doing what I'm supposed to be doing, so I think I'll spend my Monday morning with DC since I can make the font really large on my computer.

This is a great idea, Dinonykos. My system is similar, though some to most of the combat options are actual combat chains.

As for your issue with the quests. If instead of setting a quest to stage 3 after the quest is completed, you instead looked to see if they had the quest and whether it was completed or not, that should work. You're essentially telling DC, "okay, we're done, hold on, something more to add" so DC stops the quest from being completed when you do anything lese to it except check on it's status.
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Old 11-18-2008, 02:04 AM   #12
Dinonykos
Symbol of Cyric
 

Join Date: March 20, 2006
Location: Europe
Posts: 1,171
Default Re: Event-based combat II

Aha!
Thanks! That is important. I got the combat to work anyway, but this is useful information.
By the way, in contrary to the PDF I posted, I now use a special item (the "virtual badge of victory") to check wether the party has won the first round or not. It is removed after the battle.
Anyway, the system works now. What I want to do next are special challenges for only one party member. I will probably add some magic spells there...
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Old 11-18-2008, 08:39 AM   #13
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
Age: 53
Posts: 5,444
Default Re: Event-based combat II

I assume that you already have an idea of how you will focus on individuals.

For everyone else, the key is the Logic Block event and ASLs OR it may be done with checks of class and race in party, selective damage, etc.
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Old 11-19-2008, 05:15 AM   #14
Dinonykos
Symbol of Cyric
 

Join Date: March 20, 2006
Location: Europe
Posts: 1,171
Default Re: Event-based combat II

Yep! You can do it that way.
In my case, it is (quite) simple because the 4 main characters are pre-edited and cannot be exchanged (the game ends if they are removed from the party - certainly there are several warnings to do that!). The only problem is to check the position of the different characters in the party, which can be done with a relatively complicated script (I think I posted that in your forum a long time ago...).
So, a simple Question button list allows the player to decide who will accept the challenge. A second button list allows to chose the fighting style (and if magic/dirty tricks shall be envolved in case of some characters). Then, either the current THAC0 or the level/experience (or both) will be considered for the further combat. And - certainly - current AC will influence who much damage the character gets.
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