Ambrosia Garden Archive
    • Those are all workable options, but what if I want to create a skill that is not already supplied by the game as a statistic? (If you've played any rpg's by SpiderWeb software, you should know what I mean, otherwise, you are missing out on a lot of fun) flips through pages of notes on game layout, game design, game elements, etc. The problem is partially, I suppose, because I had always intended to code the game myself, which naturally results in infinite flexibility. However, it's taking far too long (after months I am -just- getting to pointers in C, and then after C is relatively mastered, I need to learn C++ :mad πŸ™‚ and that's why I turned to Coldstone. Anyway- I had intended for each character to have a basic value in each of 5 inherent abilities (strength, dexterity, constituion, intelligence, charisma) which would determine through a formula, combined with other skills to which we'll get around to in a minute, the character's hitpoints, mana/spell energy, stamina, etc. Characters would also have proficiency in different combat skills: What I had meant to do was to have them be skilled with the sword, dagger polearm, bow, thrown weapon, with shields, armor, or unarmed combat, but I can accept CS's combat system (although I'm one of the weird people who prefers turn-based combat..will work that out eventually or come to terms with real-time). Magic would be controlled by skill in water spells, fire spells, lore, and dreaming (having to do with the visions at the core of the game). Miscellaneous skills included wilderness knowledge and mechanics (traps/locks), and special skills (still miscellaneous) only increasable after learning them from a certain npc would be speed (not quite the same as the version in CS), point of focus (knowing anatomy and being able to hit an enemy where it hurts), enemy <creature> (knowing a specific race better than others and having appropriate bonuses with them and penalties with other races), sailing (well... need I say more?) leadership (increasing certain conversation options, etc) and chemistry (allowing the character to make potions). Sheesh. Then, to make this even more confusing, I had intended to plug these into formulae to determine stuff like the fire or acid or whatever values CS is using. The only way I can see getting this to work is through globals, assigning a global to each skill and then having the character have the option to increase some of them at different times.. skill points could also be assigned to a global and increased/decreased and run through conditionals.

      But that would take forever :mad: and I have no indication that it would even work. Like making parties of adventurers or turn-based combat in CS (I have actually been reading other topics on these boards! Good for me!), it would take major effort. The question is whther I can come up with a workable method before I get fed up with the project. πŸ˜›

      I like both Migraine's idea and Myshkyn's- both of those are workable options (not to mention much nicer looking ones, as opposed to a plain dialog box! ;-P), and I suppose I could plug in the skills that I wanted to make. My question is less, now, in terms of what interface would allow the player to modify them, then how would I get skills into the game at all.

      -G

      P.S. Stark, just for future reference, I am a female, not a Mr.

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    • Here is kind of a work around for not being able to display the value of a global without a dialog box...

      Fist, you draw your skills screen, all the skills should be listed here. Then - make a Map that's 1x1 graphic tile use your skills screen as a tile. Next make little graphics for different levels of the skill: inept through advanced.

      Now the event that brings you to the skills screen will do two things, first it will make your characters graphic a transparant box then it will check all the skills (globals | ex: gb_swordsmanship) to see what they are at. Then it will have conditional that adds a stamp, at the appropriate location, for each skill. So a skill level of 1-3 is novice, 4-6 average...

      So then you have a nice and pretty skills screen that will list all your skills and give the player a reletive idea of what level they are at. If you wanted to you could also set it up so that when a player clicks on a certain skill they will get a dialog box with the exact level they are at.

      For level ups and such you could have little polka-dot (one polka-dot for each skill point) and add some add and subtract buttons to the whole deal. Then as the player distributes the skill points the polka dots will disapear.

      Hmm. I've never tried anything like this, so if I'm off on some things...well...then I'm off on some things.

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    • Quote

      Originally posted by sanko:
      **
      Fist, you draw your skills screen, all the skills should be listed here. Then - make a Map that's 1x1 graphic tile use your skills screen as a tile. Next make little graphics for different levels of the skill: inept through advanced.

      Now the event that brings you to the skills screen will do two things, first it will make your characters graphic a transparant box then it will check all the skills (globals | ex: gb_swordsmanship) to see what they are at. Then it will have conditional that adds a stamp, at the appropriate location, for each skill. So a skill level of 1-3 is novice, 4-6 average...

      So then you have a nice and pretty skills screen that will list all your skills and give the player a reletive idea of what level they are at. If you wanted to you could also set it up so that when a player clicks on a certain skill they will get a dialog box with the exact level they are at.
      **

      Okay.. I (think I) see how this would work. So I could attach the event to an NPC who would "train" the character, and a change global event to the level-ups, increasing the number of skill points. When a character engaged in dialog with the training NPC, they'd have one answer option to train with him/her, and this would call the skill change event, which would teleport the player to the skill location, make their graphic transparent, and teleport them back when done.

      Here come the questions πŸ˜‰ : Firstly, if the player still has a graphic here, as opposed to it being a real screen like the class dialog or a main location, wouldn't you have to put in events around each little + or -, and when the player clicked there, wouldn't they have to wait for their (seemingly non-existant) character to go to that space before it would take effect? What about the invisible graphic taking a route over some other pluses and minuses?

      Secondly, could this be done with a main location, attaching events to the clickable spaces rather than locations? Or (another thought just occurred to me) attaching Event link locations to those places?

      Thirdly, assuming a workable way to solve all of this is found, with a map you would be able to change the graphics via a change graphic event, correct? But how would you change the amount of skill displayed if a main location were used? (another thought occurs) I guess that's probably why you chose to suggest a map in the first place. πŸ˜›

      --

      More questions on other topics!!
      This is probably an extremely obvious and idiotic question.. but are new images put into CS's image directories by just dragging them into that folder on the hard drive, or do you have to follow some complicated process?
      Why, when I try to look at the images already in the folders, does it tell me that it can't find Adobe Photoshop 4 when it is right there on my hard drive?
      Do I need to copy images and put them both into the folder for my game, and also into the folder for CS, or will Coldstone put them into the game folder automatically if they're used (wishful thinking, that :p)?
      How do you transfer an image from Poser or Bryce into CS's animation thing? As in, can you do it directly, or do they have to be in a different format or something first? (I'm one of those lucky people whose parent is an artist, so we have Photoshop, Bryce 3, and Poser on our computer.. of course, that also means that coding is not looked on especially favorably because of the possible "dangers" to the hard drive)
      Is pixel art or Bryce better for graphics (rather subjective, but I want opinions..)?
      The same as above, but for sprites?
      How big should map tiles be?

      thinks of more questions, then of poor people reading note
      More later.

      -G

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    • Quote

      Originally Posted by Galadriel:
      Firstly, if the player still has a graphic here, as opposed to it being a real screen like the class dialog or a main location, wouldn't you have to put in events around each little + or -, and when the player clicked there, wouldn't they have to wait for their (seemingly non-existant) character to go to that space before it would take effect? What about the invisible graphic taking a route over some other pluses and minuses?

      Well, I'm not sure I understood your question correctly, but my thoughts still go to EXP. The character gains exp by killing something. There are events where you can change the character's exp, I believe. If you want them to gain exp by going somewhere, I believe that is possible. Same with taking them away. You can make local events in the maps and say map position x,y (depending on where you want to put it) and what you want to do with it. I haven't done this, so I don't know if it is possible for sure, but I think it is.

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    • Quote

      Originally posted by Galadriel
      **More questions on other topics!!
      (1) This is probably an extremely obvious and idiotic question.. but are new images put into CS's image directories by just dragging them into that folder on the hard drive, or do you have to follow some complicated process?
      (2) Why, when I try to look at the images already in the folders, does it tell me that it can't find Adobe Photoshop 4 when it is right there on my hard drive?
      (3) Do I need to copy images and put them both into the folder for my game, and also into the folder for CS, or will Coldstone put them into the game folder automatically if they're used (wishful thinking, that :p)?
      (4) How do you transfer an image from Poser or Bryce into CS's animation thing? As in, can you do it directly, or do they have to be in a different format or something first? (I'm one of those lucky people whose parent is an artist, so we have Photoshop, Bryce 3, and Poser on our computer.. of course, that also means that coding is not looked on especially favorably because of the possible "dangers" to the hard drive)
      (5)Is pixel art or Bryce better for graphics (rather subjective, but I want opinions..)?
      The same as above, but for sprites?
      (6)How big should map tiles be?
      -G

      **

      (1) No complicated processes here
      (2) Can' t help you here. Never heard of this problem
      (3) Just the folder for your game.
      (4) Not sure about Bryce, dampeoples might be able to help you on that. But Poser, you can't really go straight from Poser to Coldstone if you intend to use the .pct format (and you probably should). Poser only exports to 32-bit, and Coldstone only really uses 16-bit well. I usually export images as .psd. Then I have an action which changes them to 16-bit pict.

      I'll answer the others later

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    • I use PNGs because Coldstone barfs if I use PCTs (exported from AppleWorks). I make a few of my graphics in AppleWorks. expects chuckles

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    • Quote

      Originally posted by Galadriel:
      **(5)Is pixel art or Bryce better for graphics (rather subjective, but I want opinions..)?
      The same as above, but for sprites?
      (6)How big should map tiles be?

      **

      (5) It is subjective. Which do you like better, and which would you feel more comfortable with?
      (6) I make mine 100x100, with the characters 75x75.

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    • Galadriel, just a few brief notes: with that little summary of the plot, you might want to submit it to the (url="http://"http://www.ambrosiasw.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=50")Coldstone Newswire(/url) and you might also like to put some of your story online in the (url="http://"http://www.ambrosiasw.com/cgi-bin/ubb/forumdisplay.cgi?action=topics&number;=49")Coldstone Chronicles(/url) (although the chronicles will take a while to get online.... πŸ˜‰ )

      Have fun all. Some nice ideas happening here. πŸ™‚

      -Andiyar

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    • Sorry I haven't been replying as often-- I've come down with a very evil cold and thi is the first time I've been able to get online since Sunday. At any rate.. I'll try to respond to the stuff in each post individually since there's so many things to respond to. (Oh, and pardon my typos.. I'm on my family's new computer and the keyboard doesn't need to be hit quite as hard, so I make more typos than usuaal.)

      Bunny- Sorry, that's not what I meant (although the clicky things would be local events.) Thanks for the suggestions, though- I'll try and rephrase the problem to make it more clear. The original idea was that I make the skills layout into a map, with the player's graphic transparent. My problem with that was that the the game's reaction to whatever the player tries to do would have to be triggered by the movement of the character's graphic into event boxes, like people place in a normal-looking map. The proble with -that- is that the player would probably get confused by the fact that there's a delay (the invisible graphic moving from place to place) between him clicking and and a result happening in the from of an event. There's also the problem that if he clicks on oone skill's increase or decrease button, then on another's thats across the screen, it's half-likely that the invisible graphic will take a route to the next button that crosses over a button in between.. thereby trggering an event inadvertently. That's why I was wondering about the alternate method.

      Spitfire- Thanks for the explanations. I'm afraid I don't understand about Poser though.. (for someone who is trying to learn to program, I really don't know enough basic computer junk! for example, .pct and whatever else formats..) Can you elaborate? (I'll also answer later psot here to save time and space) I thought most game graphics were 32 by 32 or somesuch.. isn't 100X100 awfully big??

      Diordna- see (first part of) above..

      Mr. Andiyarus- more idiot questions I looked at them, but I can't figure out what the Newswire or the Chronicles do, exactly!

      Thanks all for help... now for more questions!

      I haven' been able to work on my "practice" game (as Myshkyn suggested, i'm doing a small game to get used to coldstone before I start on AquaMarine, my one that I described) so until I can I just have a few questions, and one is (inevitably!) about Poser. How on earth do you conform clothing to a child figure?? Whenever I try, I wind up with clothing linked to the body, but still twice its size!!

      Ok.. as for Coldstone, I have questions about linking locations. (Correct me if I'm wrong in my asumptions?) You can either link locations by the thing in the location setup panel that gives a direction, or by a local event in a map that uses the teleport event action, or through a main location, right? So if you link two locations via drection in the location setup thing (sorry.. I'm not feeling particularly articulate), what happens if there's not a clear area at that edge of the map, for exaple if it's blocked off by a fence or forest or something? Again, robably a stupid question, but I wasn't sure how CS would deal with it if a character got up to the limit of the accessible map but wasn't at the actual map edge. Is there eny way to extend a map's edge, or do you have to use local events?

      Thanks again!
      -G

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    • Quote

      Originally posted by Galadriel:
      Spitfire- Thanks for the explanations. I'm afraid I don't understand about Poser though.. (for someone who is trying to learn to program, I really don't know enough basic computer junk! for example, .pct and whatever else formats..) Can you elaborate? (I'll also answer later psot here to save time and space) I thought most game graphics were 32 by 32 or somesuch.. isn't 100X100 awfully big??

      Poser uses its own file format which likely includes the full 3-d description of your character model. Coldstone doesn't know how to handle all of that stuff; all it needs is a set of pictures - one for each frame or step of the animation you're using. PICT, or .pct, is one kind of picture file that Coldstone is able to use. It's best for simple graphics. The other usable picture formats are PNG or .png, which is useful mainly for special effects like magic spells and the like, and JPEG or .jpg, which I would personally not recommend using at all.

      I'm afraid I don't know how to get Poser to make PICT files, as I haven't used it that much. Hopefully spitfire can help you with that.

      Many older games were indeed limited to fairly small graphics files, such as 32x32. Coldstone has no such limitations; the only limit is the speed and memory of your computer.

      Quote

      I haven' been able to work on my "practice" game (as Myshkyn suggested, i'm doing a small game to get used to coldstone before I start on AquaMarine, my one that I described) so until I can I just have a few questions, and one is (inevitably!) about Poser. How on earth do you conform clothing to a child figure?? Whenever I try, I wind up with clothing linked to the body, but still twice its size!!

      I don't know for certain, but is it possible that a child figure can only be used with child-sized clothing and vice versa? Are you trying to conform adult clothing to the child figure?

      Quote

      Ok.. as for Coldstone, I have questions about linking locations. (Correct me if I'm wrong in my asumptions?) You can either link locations by the thing in the location setup panel that gives a direction, or by a local event in a map that uses the teleport event action, or through a main location, right? So if you link two locations via drection in the location setup thing (sorry.. I'm not feeling particularly articulate), what happens if there's not a clear area at that edge of the map, for exaple if it's blocked off by a fence or forest or something? Again, robably a stupid question, but I wasn't sure how CS would deal with it if a character got up to the limit of the accessible map but wasn't at the actual map edge. Is there eny way to extend a map's edge, or do you have to use local events?

      If the character can't reach the actual edge of the map, he won't be automatically teleported by the map edge. (If there's a fence that prevents you from walking off the left side, for instance, doesn't it make sense that you can't actually walk off the left edge?) If you block the edge of a map but want the player to still interact with it in some way, yes, you will need to add custom event links on the map.

      If you walk off a map and arrive in a blocked area of the new map, I believe Coldstone will move you along the edge of the new map until you wind up in an unblocked area. At least, this happens in PoG in some places.

      Hope I helped. πŸ™‚

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    • Quote

      Originally posted by Galadriel:
      **Mr. Andiyarus- more idiot questions I looked at them, but I can't figure out what the Newswire or the Chronicles do, exactly!
      **

      Well, I'm not Ben, but I can still answer your question. If you have an announcement about your game (looking for beta-testers, the game has been released, etc.), use the Newswire. If you want to release plot-related materials (For example, the Nova preambles and the epitheisterra crons), use the Coldstone Chronicles.

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    • Quote

      Originally posted by Galadriel:
      **Mr. Andiyarus- more idiot questions I looked at them, but I can't figure out what the Newswire or the Chronicles do, exactly!
      **

      Well, Celchu spelled it out pretty much. The Newswire is for announcements, such as upcoming games, etc. It's a place for you to maybe post a few paragraph summary of the game, announce a website, etc. The Chronicles board is for stories set in your game universe, for articles about the engine, stuff like that. Thus a brief announcement such as:

      Game Title
      Summary of Story
      Brief Description
      Website link

      Would be fine for a Newswire post. Your first post about your story could easily be adapted to such a format. With more writing, and some characteristion, it could easily fit the Chronicles board as well. πŸ™‚

      And no need to be formal, Galadriel. Call me Andiyar or Ben, your preference. I hope you stay around, your game sounds fun, and if you keep throwing a Mr at me I'll start feeling uncomfortable. Enjoy yourself! πŸ™‚

      -Andiyar

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    • Quote

      Originally posted by Tarnćlion Andiyarus:
      And no need to be formal, Galadriel.

      What's wrong with formality? πŸ™‚

      Quote

      I hope you stay around, your game sounds fun

      I agree. And sorry about the earlier mistaken gender Ms. Galadriel.

      Quote

      and if you keep throwing a Mr at me I'll start feeling uncomfortable.

      Kind of like climbing ropes in gym class? πŸ˜„

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    • Quote

      Originally posted by Stark Bledfast:
      What's wrong with formality?

      Nothing whatsoever, I approve of it. People can be formal all they like here. Just not to me. I prefer informality when addressing me. πŸ™‚

      (quote) **
      Kind of like climbing ropes in gym class?;)

      -Andiyar

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      "Any good that I may do here, let me do now, for I may not pass this way again"
      **

    • (My cold went away! Hooray!) Okay, formats make a little more sense now, but Coldstone is being confusing. (If it's not one thing, it's another..) I'm trying to put together an event that links a dialog, to a task list, to a global change, but they don't all have the option to link- only the dialog does. How do you set this up? I need both to happen then, but there doesn't seem to be any way to connect them. Also, how do you make an NPC take part in combat, but not attack the player? The manual was confusing at that point.

      Formality is optional and random, in my case.

      πŸ˜‰

      Thanks for explanation of Chronicles and Newswire- some day when I have time I'll write up a Chronicles thing, and in the far distantt future (when I turn 90?) and finish AquaMarine, I'll be sue to put it in the Newswire. πŸ˜›

      -G

      P.S. I loved climbing ropes in gym class! It was the only thing I was good at.

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    • Quote

      Originally posted by Galadriel:
      I'm trying to put together an event that links a dialog, to a task list, to a global change, but they don't all have the option to link- only the dialog does. How do you set this up? I need both to happen then, but there doesn't seem to be any way to connect them.

      Ms. Galadriel,

      Event lists take a bit of getting used to, but once you understand them they are really easy to use.

      Just remember that everything on the left side of the event list is performed in sequential order, unless stopped by an end task. Items on the right side of the event list are done only if called by something on the left side.

      THEREFORE

      If you have an event with conditionals that need to call multiple items, you can do this one of two ways:

      1. Have multiple conditionals that are the same call the different events. Ie, if a global is set to 3 and you want 3 event objects to launch if this is true, you can line up 3 conditionals on the left side that all check if the global is 3 and if true then they each call a different event to launch.

      2. Set your condition to call a new event. In the new event list all the events that you want to fire off on the left side. Thus if this event is called everything gets done.

      Does this make sense?

      Quote

      Also, how do you make an NPC take part in combat, but not attack the player? The manual was confusing at that point.

      Alas, this is not possible at the moment. You can make a friendly NPC follow you around, and it will "trick" enemies into attacking it and thus diverting attention to the player, but it will not partake in combat. Additionally, you can create an aggressive NPC that is set to defensive caster and give it a spell set to be defensive that affects all allies, but make it a damaging spell. This will allow the NPC to continually cast spells damaging to all the player's enemies. HOWEVER, if the NPC is able to kill itself through its own spell casting(all allies affects the caster too) then your game will crash. This is unfortunately an unresolved bug that hopefully will be fixed in 1.0.2(whenever that comes out).

      But there is no ally system that works currently. We may, or may not, ever see a working ally system.

      Let me know if any of the above didn't make sense and I'll try to explain it better.

      Good luck.

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    • Events now make sense! Thank you!!!! builds a small shrine to Stark and sacrifices a cow in praise πŸ™‚

      Quote

      Originally posted by Stark Bledfast:
      **Alas, this is not possible at the moment. You can make a friendly NPC follow you around, and it will "trick" enemies into attacking it and thus diverting attention to the player, but it will not partake in combat. Additionally, you can create an aggressive NPC that is set to defensive caster and give it a spell set to be defensive that affects all allies, but make it a damaging spell. This will allow the NPC to continually cast spells damaging to all the player's enemies. HOWEVER, if the NPC is able to kill itself through its own spell casting(all allies affects the caster too) then your game will crash. This is unfortunately an unresolved bug that hopefully will be fixed in 1.0.2(whenever that comes out).
      **

      Ok, I understand that now. But what if I want an NPC to be hostile, but not immediately- do I have to set it to passive, instead of aggressive caster or mixed fighter or whatever? If I set an NPC to aggressive caster, and turn it loose, will it automatically attack me as soon as it sees me? Hmm..

      πŸ™‚

      -G

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      (This message has been edited by Galadriel (edited 09-29-2002).)

    • Quote

      Originally posted by Galadriel:
      Events now make sense! Thank you!!!!

      You're most welcome.

      Quote

      builds a small shrine to Stark and sacrifices a cow in praise

      You don't happen to play King of Dragon's Pass, do you? πŸ™‚

      Quote

      But what if I want an NPC to be hostile, but not immediately- do I have to set it to passive, instead of aggressive caster or mixed fighter or whatever? If I set an NPC to aggressive caster, and turn it loose, will it automatically attack me as soon as it sees me? Hmm..

      You can do your first question with a little bit of strategery and trickery, but let me first explain a little bit about NPC limitations.

      The unfortunate thing about NPCs is that in reality we can affect them very, very little once we place them into a game. The stamina value in the NPC creation wizard determines whether an NPC is hostile or not. If the value is 0 then the NPC is not hostile and will never attack the player, nor anyone else. If the value is positive then the NPC is hostile and always will be until it dies. We can not change this value when the NPC is placed in the game. We can not check their hitpoints(so that an event fires if they are at 50%, for example), we can not check their coordinates on a map, we can not change their attacking style(make them go from passive to aggressive, change from caster to berserker, etc). Once you place an NPC on a map then the NPC remains how you set him within your NPC wizard, and those values are unchangeable directly. I don't think anyone is really happy about this, but this is reality and we've had to deal with it and figure out how to overcome these restrictions.

      And to a certain extent, we have... πŸ™‚

      As to changing an NPC, as I already mentioned you can not do so directly. But you asked about an NPC that was non-aggressive but can turn aggressive. I can only assume that this would be done through an action by the player(either a dialog that insults the NPC and makes him attack the player, or perhaps through the "momma cow" syndrome, where "momma" is all passive to the player and happy go lucky, but if/when the player endangers the little "calf," then "momma" goes ape-excrement). If this is true(an action triggers the change), then you need to do 2 things:

      1. Create a 2nd NPC that has an identical picture as the original NPC. Then change whatever you want within this NPC. Reset its attacking type, give it stamina(which will make it hostile to the player), etc. Whatever you wish.

      2. Create an event that will remove the original NPC from the world and place the new npc into the world. Link this event to whatever action calls for the change in personality in your NPC.

      Now, this being said, there is one inherent problem to this which I have not found a solution for(and I don't think that there is one.. though if I'm wrong I hope someone mentions it so that I know it too!). If your original NPC, the one you will replace with a changed version of, is set to wander(either by approaching the player, running away, or set to walk around a certain coordinate with a set range), then we've got troubles.

      As I mentioned above, there is currently no way to locate an NPCs coordinates once it is placed on the map, besides its being killed or IT calling an action of its own. If you have an external event(a tile that the player walks on, a different NPC calling an event(in the above example, the calf calling an event to change momma) change the NPC then you will be unable to locate where on the map that NPC is, and thus when you replace it you will not know where to put the new NPC!

      One would think that using the NPC Control event object's "kill" feature to remove the original NPC would trigger that NPC's death event, which you could then utilize to snag its map coordinates and then place your changed NPC into its place. However this is not the case, and conventional wisdom would call this a bug. It has been noted and reported and hopefully this will be fixed which could solve this potential problem.

      However in the mean time, if you plan on using the above method then you will want to make sure that the original NPC is stationary so that you know where it is and know where to place the new NPC.

      If your event is surrounded by the NPC walking to the player and talking with the player, and depending on what is said turning aggressive, then you can do this and have it work smoothly. Just set the NPC to actively seek out the player, and place your dialogs into the "Target Reached" event. At the beginning of this event store the variables &&ActualX; and &&ActualY; into globals of your own so that you have the actual position of the NPC(this event allows you to check them). Then if the dialog turns hostile you can call an event that removes this NPC and places your new NPC at the coordinates you saved based on &&ActualX;/Y.

      Ok, I rambled again, hehe. Sorry 'bout that.

      Any questions?

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    • Here's my two bits:
      Is the character going to go into someplace special to have the guy suddenly attack him? Because if so, you could simply kill off the old NPC and place a new one at a fixed point on the map. I'm assuming he's going to turn hostile at a set point in the game. Why not just use a fixed point instead of trying to determine the NPC's position?

      Here's another idea that probably wouldn't work: Can you get an NPC to run an event when he/she/it moves a certain direction? If so, you could simply add/subtract to globals that would represent the X and Y positions on the map, then use those variables to create the new NPC at the correct position.

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    • Quote

      Originally posted by diordna:
      Here's my two bits:
      Is the character going to go into someplace special to have the guy suddenly attack him? Because if so, you could simply kill off the old NPC and place a new one at a fixed point on the map. I'm assuming he's going to turn hostile at a set point in the game. Why not just use a fixed point instead of trying to determine the NPC's position?

      As I mentioned above somewhere in the midst of my rambling, as long as the NPC doesn't move then this will work. However, if the NPC roams around and the player is able to see the NPC, then it is removed and the "updated" NPC is placed on the map at a pre-determined fixed set of coordinates, it will appear as if the NPC just "jumped" to a new location without covering the intervening space. Pretty obvious and it looks ugly.

      Quote

      Here's another idea that probably wouldn't work: Can you get an NPC to run an event when he/she/it moves a certain direction? If so, you could simply add/subtract to globals that would represent the X and Y positions on the map, then use those variables to create the new NPC at the correct position.

      I don't think this is possible. You can keydown the player's movement keys so that an event is triggered with each step that the player takes, but there is nothing to my knowledge that will record an NPC's movement(I don't think an NPC even triggers tile-based events. And even if it did you wouldn't be able to differentiate between an NPC walking across a tile and the player walking across the tile).

      So if the NPC is set to go to a certain place/location, it would be best to utilize the "Target Reached" event. You will know the NPC's coordinates at this point since they have arrived to the place you have told it to go to(plus running this event sets &&ActualX;/Y coordinates).

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