Ambrosia Garden Archive
    • Death animation(s)


      When the player die, the game instantly teleport to the starting screen... I'd like to create a small anime or have a special screen when the player dies... someone knows how to "take control" of the death event over Coldstone?

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      God is real... unless declared integer...
      Watashi wa Iori Yagami no gakuse-desu
      My RPG's homepage: (url="http://"http://darkrising.free.fr/")http://darkrising.free.fr/(/url)

    • I think it's in the Events>Defs folder named Endgame.cet. I'm looking at the Medieval Game that teleports the Player to the opening screen at death via a Call Event. Open up the Endgame.cet event and place whatever you want into it.

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      -- Debra
      Danillitphil Productions

    • OKAAAAAAY... I'll try that... thanx a lot 🙂

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      God is real... unless declared integer...
      Watashi wa Iori Yagami no gakuse-desu
      My RPG's homepage: (url="http://"http://darkrising.free.fr/")http://darkrising.free.fr/(/url)

    • there is no death in the ambrosia universe! there is just mysterious teleportation to another location!

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      Morvera ner Morden

    • I wrote something on this in July,

      (url="http://"http://www.AmbrosiaSW.com/webboard/Forum48/HTML/001558.html")http://www.AmbrosiaS...TML/001558.html(/url)
      'Death Events'

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      ... That staples it.

    • hey guys. kamaShin, I'm not sure if this is what you are asking, but just a word of warning:
      a little while ago I found a bug, Basically, this bug made the game crash every time a stamp was added in the endgame event. So far as i know, this has not been fixed yet. So just to tell you, making a player have a bloody death, etc. at the endgame would not work. Again, i'm not sure that you want this, but a word of warning to you.

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      I'm not laughing at you,
      I'm laughing with you in
      mind

    • ( removed pending investigation )

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      ... That staples it.

      (This message has been edited by ellrx (edited 04-03-2003).)

    • The only way we found to control post death events was to add 10,000 to the player's hp, but only display the last three digits: 10(000), by hiding the rest in front of black interface graphics. This way, when the player goes below "zero" he still has several thousand hp and is still technically alive, so you are in control of how or if he actually "dies". This method may not work for games that aren't set up like ours, but it's at least something to think about.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."

    • Uhhhh...why not: Player's HP is =<0

      I can see the problem: when to run this event. Is there a "on taking a hit" link?

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      CI-I@()s
      (url="http://"http://www.evula.org/world-of-cha0s/")The Homepage of Cha0s(/url)

    • Yeah, like I said, this may not work unless your game is set up like ours. We give every monster a weapon. Even our little slug monster is issued a weapon called "slug attack". This is the only way to have any sort of control over a hostile NPC's effect on the game. Anyway, every monster attack weapon comes standard with a hit link that checks to see if players hp is less than 10000. If it is, it runs our "you are mortally wounded" event, which, among other things, resets the player's hp to equal 10001, (which is equal to 1 in this case)...

      It works for us.

      myshkyn

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      "I'll give the fans just what they want, and nothing else at all."