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Tips; help others out if you have any communal spirit at all

 
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Fri Apr 02, 2004 5:18 am    Post subject: Tips; help others out if you have any communal spirit at all Reply with quote

Not a very creative waste of a thread I know. Rolling Eyes

Anyway, if anyone has any neato tricks that save time or make life easier for people then please post them in this thread (And not just keep them to yourselves like the arragant, selfish people you pretend to not be).


Right them like this if possible (so people can tell tips and ordinary posts apart)

Tip!: Want an npc to say lots of different things but don't want to waste tags and time? Try some plotscripting like this

define script(1,speaktonpc1)

global variable(1,npc1)

script,speaktonpc1, begin
if(npc1 << Y)
then,begin
show text box (npc1 + X)
wait for text box
increment(npc1, 1)
end
else, begin
show text box (npc1 + X)
wait for text box
end
end

replace X with the number of the first text box you want the npc to say.
replace Y with the number of the last text box you want the npc to say.

Every time you speak to the npc, it will show the next text box in the sequence until it reaches the final text box (which it will repeat whenever you talk to the npc). Remember to have the script triggered by the npc otherwise nothing will happen Big grin

You could also try the script below (used the same way)

define script(1,speaktonpc1)

script,speaktonpc1, begin
show text box (random(X,Y))
wait for text box
end

replace X with the number of the earliest text box you want the npc to say.
replace Y with the number of the latest text box you want the npc to say.

This script will just make the npc say something random.
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Setu_Firestorm
Music Composer




Joined: 26 Mar 2003
Posts: 2566
Location: Holiday. FL

PostPosted: Fri Apr 02, 2004 12:39 pm    Post subject: Reply with quote

My instincts tell me that this should go in the plotscripting forum, but some part of me says that this thread does indeed belong here.
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Aethereal
SHUT UP.
Elite Designer
Elite Designer



Joined: 04 Jan 2003
Posts: 928
Location: Gone! I pop in on occasion though.

PostPosted: Fri Apr 02, 2004 2:55 pm    Post subject: Reply with quote

If the entire thread were about plotscripting, sure, it'd belong there. Junahu, I appreciate and support your efforts here with this, but this does belong in the wrong forum...I think the OHR forum is a better place for it. See, this is a design forum, and what you're getting into is implementation, which is very different from design. When you design, you are designing what is to be implemented (everything is implemented when you go to actually put the game together). That's why this shouldn't go here, and why it's getting moved to the OHR forum.
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Tue Apr 06, 2004 5:24 am    Post subject: Reply with quote

Neutral Sorry? I won't do it again?

But it's nice to hear someone supports my efforts. Although my intentions are often lost in my actions, I do only want to help.
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junahu
Custom Title: 45 character limit




Joined: 13 Jan 2004
Posts: 369
Location: Hull, England

PostPosted: Thu Apr 08, 2004 4:53 am    Post subject: Reply with quote

Rolling Eyes

Tip!: npcs with a blank walkabout, activated when you step on them, make reasonable walls that only npcs are blocked by. Just don't use this too much since a lot of npcs on screen cause slowdown.
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LeRoy_Leo
Project manager
Class S Minstrel



Joined: 24 Sep 2003
Posts: 2683
Location: The dead-center of your brain!

PostPosted: Thu Apr 08, 2004 10:13 am    Post subject: Reply with quote

TIP: Blank NPCs you STEP ON make exelent doors with a little Plot Scripting. You can make it so that when you enter a room, you do certain things right away. XD
Once again. This does things RIGHT WHEN YOU USE THE DOOR.
Otherwise I am almost certain that you have to use another npc later that you can STEP ON.


Example:
Code:
Script, DoorThing, begin

Suspend Player

Teleport to map (Map number,X,Y, possible direction)

#This Gets the hero up 1 so it can go back one and use the exit after
#The script... Hehe.
Walk hero (me,up,1)
#You can also just teleport to map up one tile from the exit too.

Wait (5) #It's necessary#

#optional example commands
Show Text Box (Text box number) #Behold! The Sanctum of this rhelm
#Is smelly! I mean, it's RUINED!

Wait for text box

#Hero has been SHRUNK!
Set Hero Picture (me,picture number)
Set Hero Speed (me,really really high)

Show Text Box (Text box number) #HAHAHA! NOW TRY LIVING A NORMAL LIFE!
Resume Player

end


I got more, but I need to brood on it for a while.
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