Ambrosia Garden Archive
    • Spell Conditional


      Does the conditional to cast a spell in the spell window, third tab work?

      I have a global that determines how many casts a person can have. When I cast, it subtracts the global. In the conditional to cast, the global is equal or greater than 1. When I check what the global is, though, the number goes below 0. And it keeps on casting.

      If this is a bug, I suppose I can place in a bunch of conditionals in the "cast same spell" event. But I'd like to know if anyone else has had this problem. Thanks!

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

    • Quote

      Originally posted by Debra:
      **Does the conditional to cast a spell in the spell window, third tab work?

      I have a global that determines how many casts a person can have. When I cast, it subtracts the global. In the conditional to cast, the global is equal or greater than 1. When I check what the global is, though, the number goes below 0. And it keeps on casting.

      If this is a bug, I suppose I can place in a bunch of conditionals in the "cast same spell" event. But I'd like to know if anyone else has had this problem. Thanks!

      **

      I believe it is a bug.

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      Thanks,
      GrahamVH
      graham@vhpublications.com
      http://www.warcraftc...t/CGD/home.html

    • Thanks, Graham! Until now, any problems I've had building my game has been my fault. I thought I'd lost it there! I'll leave it alone until either the update comes or I need to beta test my game.

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

    • It must be a bug because I too have had this problem. I also warn against using events with animation. It has problems on the mac side but reaks havoc on the PC side.

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      Magnum gloriam Efeionae est!
      The forest is calling,how
      will you answer?
      www.goe.vze.com

    • It seems to me that the engine wants to always do things very, very quickly and then get out of the event, which is really good unless you have an animation. So it seems to me that perhaps an animation would conflict with whatever happens after the event; at least, the engine sometimes says it's done when it isn't and that causes a problem. Have you tried the "wait" before and after, especially after, the animation in the event?

      I have an animation sequence in an event sequence that works fine when I test it, but I haven't tried it by releasing the game. I did release my game not too long ago, just to see if things are different (they are) and discovered an animation (not related to an event) was actually corrupted, even when it was fine when I tested. Once I fixed the animation and rebuilt the game, it was fine.

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

    • Thanks for the idea! I will have to try using “wait” in the animation events. It does make sense. I have found the problem is mostly when I use a teleport to a new map. In the demo and the full game of the Ghosts of Efeion. You are sent into town after the screen pans up to Peter’s Mom. This has given me the most trouble. It now works in the Mac version even though I had to simplify it. Sadly it does not in the PC side. In the PC demo I took it out because it froze every time.

      Right now ZeroWorrior is testing/working GOE. It will be a while before I can try your idea, but when I do, I will tell you if it worked.

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      Magnum gloriam Efeionae est!
      The forest is calling,how
      will you answer? (url="http://"http://www.goe.vze.com")www.goe.vze.com(/url)

      (This message has been edited by Efeion (edited 06-13-2004).)

    • Here's another idea about animation in events. I've been toying with the idea, but haven't yet tried it.

      You can't place an animation as a stamp. I reckon the reason for that is because the stamp placement can only read one image. But an animation is only a series of stamps (images). So I'm thinking that you CAN use the stamp control to place an animation. It would be best if the animation did not repeat itself though.

      In one event, place all of the images of your animation one after another with the stamp control having the same coordinates (unless your animation travels). If the resulting animation happens too quickly, use the wait control in between all of the stamps.

      Your images would have to be precisely the same dimensions, unless it travels.

      Anyway, another idea about how to have an animation as part of an event. Probably a BAD idea, but an idea nevertheless. 🙂

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)

    • Debra: Stamps can be placed as animations, just not in a main location. Take the timer stamp. If that didn't function as an animation it wouldn't work. 😉

      However, your idea is an excellent solution to the no animations in main locations problem. I might have to try that some time... except... Waits don't work very well in main locations, so you'd have to just put a bunch of the same stamp for each frame to make it go slower... Has anyone told Carm about the Wait bug, by the way?

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      Cha0s
      (url="http://"http://www.world-of-cha0s.hostrocket.com")The Homepage of Cha0s(/url)

    • Quote

      Originally posted by CI-Ia0s:
      **Debra: Stamps can be placed as animations, just not in a main location. Take the timer stamp. If that didn't function as an animation it wouldn't work.;)
      **

      Ah, thanks for setting things right.

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      -- Debra
      Danillitphil Productions
      (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)