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Old 07-28-2010, 06:05 PM   #21
manikus
Jack Burton
 

Join Date: July 13, 2001
Location: Stumptown
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Default Re: Friedrich's Revenge

Quote:
Originally Posted by Dinonykos
Unfortunately, the approach with the examine event won't work for characters created by the player.
Well, not in this version of DC, but maybe in 1.0
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Old 07-28-2010, 06:11 PM   #22
Dinonykos
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Default Re: Friedrich's Revenge

Aha? That would be nice, although I cannot imagine at the moment how it would work...

BTW, I also thought about adding a "JUMP" option, allowing the party to jump over one square at certain coordinates - e.g. when walking on rooftops...
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Old 07-28-2010, 06:22 PM   #23
manikus
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Default Re: Friedrich's Revenge

It's all in the scripting. It may not pan out exactly as I'm thinking of it, but I bet we can get something very similar, quite possibly with more than one option - as a character gains levels, she gains abilities...

There are actually ways to do it now if you give the PCs weightless, cursed items (without the ability to break the curse) and utilize the "Use" function. Hmm, "Use" is broken in .914 now that I think about it. But, it works great in the beta version.

Jump sounds very intriguing. Would there be a chance for failure? How about using it to get on or off ledges?
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Old 07-29-2010, 10:15 AM   #24
SilentThief
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Default Re: Friedrich's Revenge

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Originally Posted by manikus View Post
...this is part of a bigger system I have in mind that will allow such things as solo combat, splitting up the party and only traveling with part of it for a while, etc.
solo combat can be done already, but the idea of splitting up the party is an awesome idea!!! I've wanted to do this (like a trap that can remove some characters from the party until you "find" them in the dungeon later, or even splitting off to look around ala scooby doo (FRED: "me n daphne will go this way, shaggy, you and scooby and velma go the spooky way...") or after returning from a successfull dungeon raid, the party breaks off to train, research skills, party and gamble, ect)

Quote:
Originally Posted by Dinonykos View Post
I used the EXAMINE event for NPCs to allow the player to execute "SPECIALITIES" of the 4 pre-generated characters in "Friedrich's Revenge". E.g., the thief has the Specialities Stealing and Opening locks. I combined this with the "get level" and "party at x,y" triggers, and so, in case e.g. the party is standing next to a character, the thief can steal from him. If the player tries to steal at a square which is not next to a character, he gets a message like: "There's nobody around you could steal from."
I had thought of trying to set up multiple search events. For example, you basically ignore the normal search option, as using search or look would display a question list event and from that you have several options available to pick from: you can search (normal search), look for traps (thief skill), look for hidden doors (you find one with random chance and the wall changes to allow you access maybe?), cast detect magic (spell), cast detect traps (spell), cast detect invisible (spell), look for tracks (ranger skill), ect, ect. Each effect could display as a text message of what you are doing when you move, and you would want some time to pass per-step to reflect this. And it would be even more complex when you add in furnature like desks and chests and such.

of course, I acknowledge this would be a pain to manage, but I think do-able.

Quote:
Originally Posted by Dinonykos View Post
I also thought about this, since one of the characters in FR and Helmetlands should be capable of seeing infrared. I think I will make him say: "Nothing special in infrared spectrum" (or something similar) generally when that option is used, and use small pics if there is something special (e.g. a hidden opponent) for him to see at certain coordinates on a certain level.

Unfortunately, the approach with the examine event won't work for characters created by the player.
Doesn't the newer engines allow for making one custom key that displays on the menu below? Or is that only for the rest menu?

====

This is SOOOO frustrating, cuz I'm back to the point where I'm unable to do anything with DC other than talk about it. After the big move, I have to buy a computer

Will talk now and then, and let you all know wassup.
ST
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Old 07-29-2010, 04:57 PM   #25
manikus
Jack Burton
 

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Default Re: Friedrich's Revenge

Hiya, ST. Nice to see you in here.

How do you think we can currently do solo combat? I know stuff was mentioned in theory some time ago, but I never got any of it to work (unless I was only using one PC with several NPCs).

I hope you can get a computer in time to help out with some of the play testing.
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Old 07-29-2010, 07:26 PM   #26
SilentThief
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Default Re: Friedrich's Revenge

You can assign any people in party the status of "temp gone" before combat, and they are not in the combat but return to normal status after combat.

You can assign any number of characters, -BUT- you have to either have one character from party or one "friendly" creature (or npc) or else you lose the combat (by default) as well as the game (IIRC).

If you remove (temp gone) all characters, then you can have an all NPC combat that the player watches, just remember warning above.

ST
ps, IIRC you lose game if all characters temp gone... but since I cant test this I might be wrong
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Old 07-29-2010, 07:47 PM   #27
manikus
Jack Burton
 

Join Date: July 13, 2001
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Default Re: Friedrich's Revenge

Quote:
Originally Posted by SilentThief View Post
You can assign any people in party the status of "temp gone" before combat, and they are not in the combat but return to normal status after combat.

You can assign any number of characters, -BUT- you have to either have one character from party or one "friendly" creature (or npc) or else you lose the combat (by default) as well as the game (IIRC).

If you remove (temp gone) all characters, then you can have an all NPC combat that the player watches, just remember warning above.

ST
ps, IIRC you lose game if all characters temp gone... but since I cant test this I might be wrong
Thanks, ST. I will give this a try tonight or tomorrow morning. If I can successfully combine this trick with a "Who Tries" event...
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Old 07-30-2010, 05:25 PM   #28
manikus
Jack Burton
 

Join Date: July 13, 2001
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Default Re: Friedrich's Revenge

Quote:
Originally Posted by manikus View Post
Thanks, ST. I will give this a try tonight or tomorrow morning. If I can successfully combine this trick with a "Who Tries" event...
View this thread ->
http://ua.reonis.com/index.php?topic=1098.new#new
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Old 07-30-2010, 08:43 PM   #29
SilentThief
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Default Re: Friedrich's Revenge

glad to be of help. This was one I remembered messing with waayyy back when I was making the now defunct guide. You may know more than me about scripting, but I'd like to think I am able to show you something neat now and then

ST
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Old 07-31-2010, 03:42 PM   #30
manikus
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Default Re: Friedrich's Revenge

That's one of the great things about this little group of us - we all think about things very differently. I spend a lot of time in this and the other forums thinking stuff like "Gosh, I never thought of that. Let's see if I can do it."
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