Ambrosia Garden Archive
    • Battle Music


      Would it be possible to have an event that runs whenever the player is in a fight - so that I could have battle music, which would revert to normal music when battles were over?

      Additionally, would this be possible in a plug-in?

    • Quote

      Originally posted by 8 Lightnings:
      **Would it be possible to have an event that runs whenever the player is in a fight - so that I could have battle music, which would revert to normal music when battles were over?

      Additionally, would this be possible in a plug-in?**

      NPCs can launch events when they get close to the target (the player character). You can put the music launching action into those events.

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      Mark

    • Quote

      Originally posted by markborok:
      **NPCs can launch events when they get close to the target (the player character). You can put the music launching action into those events.

      **

      Does this work if they're not set to seek out the player? Otherwise, it seems a pretty good way to go...

    • PoG has specific battle music, so I'm certain you can do this.

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    • Quote

      Originally posted by theGlueBubble:
      **PoG has specific battle music, so I'm certain you can do this.

      **

      Time warp, my friend? 🙂 As far as I know, PoG hasn't had combat-specific music since, oh, beta 2, when the engine would still automatically play music files "BATTLE1", "BATTLE2", or "BATTLE3" during battle... which I'm fairly sure is no longer a feature. (Though someone could check...)

      I think at this point, markborok's suggestion is probably the best way - another possibility would be to have the music change as an action linked to an enemy's attack, but I'm not sure how well that would work.

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      "A scientist can discover a new star, but he cannot make one. He would have to ask an engineer to do it for him."

    • Quote

      Originally posted by Glenn:
      **Time warp, my friend?:) As far as I know, PoG hasn't had combat-specific music since, oh, beta 2, when the engine would still automatically play music files "BATTLE1", "BATTLE2", or "BATTLE3" during battle... which I'm fairly sure is no longer a feature. (Though someone could check...)

      I think at this point, markborok's suggestion is probably the best way - another possibility would be to have the music change as an action linked to an enemy's attack, but I'm not sure how well that would work.

      **

      Now there's a thought. If didn't want the NPC to be programmed to chase the player, they could be given a special sword that triggers the battle music event when used. Or perhaps can borrow a technique I developed for EVO; an invisible ranged weapon that does no damage, that allows an AI to trigger a sound effect.

      But how to loop? And how to keep it from playing multiple overlapping times? Need to set a global flag, I assume...

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      "Nomuse"

    • (quote)Originally posted by Glenn:
      **Time warp, my friend?:p I'm going to have to boot my copy of PoG, just to see. 😛

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