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Old 05-26-2002, 12:57 PM   #11
The Old One
Elite Waterdeep Guard
 

Join Date: April 23, 2002
Location: Magalia, CA
Age: 81
Posts: 16
Quote:
Originally posted by Steve McDonald:
Is it possible to chain to different events if the party loses? This was a big problem in unlimted adventures. What I'd like to be able to do is have an arena where you fight, and if you win you get a reward (say you get to meet the mayor who gives you his quest, or you get a quest item that tells the game you'll be fighting a tougher opponent next time you go to the arena). If you lose you will wake up with a headache in the town prison. Can you make chain options following a combat event dependent on "party wins", "party loses" and "party flees". Also, would it be possible to differentiate between "party flees" and "party was charmed"? - that really used to annoy me in the gold box games.
Steve, the way I used to handle that was to give an item if they win or a different item if they loose. These items can then be used to trigger another event....
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Old 05-26-2002, 08:30 PM   #12
Steve McDonald
The Magister
 

Join Date: January 29, 2002
Location: Adelaide, South Australia
Posts: 130
But how could you determine whether they'd won or lost, to know which item to give?
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Old 05-27-2002, 06:04 AM   #13
The Old One
Elite Waterdeep Guard
 

Join Date: April 23, 2002
Location: Magalia, CA
Age: 81
Posts: 16
Quote:
Originally posted by Steve McDonald:
But how could you determine whether they'd won or lost, to know which item to give?
Before the battle give the party the loosing item... Not Shown, just givin to them, then chain to battle. At end of battle if they loose they have the loosing item. If they win take the loosing item away and give them the winning item.
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Old 05-27-2002, 06:13 AM   #14
Steve McDonald
The Magister
 

Join Date: January 29, 2002
Location: Adelaide, South Australia
Posts: 130
Again - how do you check whether they've won or not?
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Old 05-27-2002, 07:16 AM   #15
CocoaSpud
Zhentarim Guard
 

Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
DC updates a global attribute after each combat. The attribute is called 'Combat Result' and can be one of the following:

LoseButNeverDies
Lose
Win
Flee

After the combat event you can use LogicBlock to query 'Combat Result' for one of those values. The LogicBlock settings would be something like:

Input B: Global Attribute
(Box under B): Combat Result
Gate C: String Equal
Input A: Literal
(Box under A): Win (or Lose, etc)
Check 'Conditional Chain', check 'Chain if result true'

Then add your events to the True chain under the LogicBlock event. The String Equal operator does not ignore case for string compares, so 'Win' works but 'win' will not.
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Old 05-28-2002, 08:31 PM   #16
Steve McDonald
The Magister
 

Join Date: January 29, 2002
Location: Adelaide, South Australia
Posts: 130
Cheers, Cocoaspud. What what we do without you?

I still reckon it would be good to have those four options as possible chains straight after all combat events (similar to the encounter event having different chains for different results).
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Old 05-29-2002, 11:45 AM   #17
foody
Manshoon
 

Join Date: May 24, 2001
Location: Halifax
Posts: 161
Manikus the graphis in your signature can they be made as combat icon for DC? If so do you make them? If so may I request some for my game? Do you know where I might download collections of them? Thanks.
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