Ambrosia Garden Archive
    • Animation - Healing


      Hi 🙂

      I'm going through the Coldstone game tutorial to build my little Save the Princess game. I figured out how to make a keydown event that will make it easier for me to eat apples, cheese etc. It adds the proper amount of stamina points and subracts one of the proper food. It even plays a sound when my hero eats something. My problem is:

      How do I make that neat little animation of the numbers floating above the hero's head? --ie three number ones float up one at a time when the hero eats some cheese that heals 3 stamina.

      A step by step or simple walkthrough of this process would be a big help.

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    • If you want an item to heal over a period of time (like the food and potions in PoG do) rather than all at once, you'll need to have it call a spell, when used, that heals the player in such a fashion. This sort of thing is easy to do with spells, but as far as I know impossible to do directly with an item.

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    • 😕 Okie, I'm confused. When I am in a battle and get injured little red -numbers float above my head to show how much damage I am taking. What I want is when I eat food or drink a potion little blue +numbers float above my head to show how much I have been healed.

      My end result for an apple would be somthing like this.

      1. press the 'a' key. <keypress event>
      2. my stamina increases by +1 <attribute wizard event>
      3. 1 apple is subtracted from my inventory. <item wiszard event>
      4. a chewing sound is heard. <play sound event>
      5. a little blue +1 floats above my head. <? event or spell ?>

      Are you saying I need to create a spell to get this effect?

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      :eek: "It's a bug! - Squish it!"

    • Quote

      Originally posted by Lorn Saken:
      Okie, I'm confused. When I am in a battle and get injured little red -numbers float above my head to show how much damage I am taking.

      This is hard-coded into Coldstone.

      Quote

      **What I want is when I eat food or drink a potion little blue +numbers float above my head to show how much I have been healed.

      ...

      Are you saying I need to create a spell to get this effect? **

      Pretty much, yes.

      You could, in theory, create a stamp of your numbers and apply it to the same coordinates, offset a bit, as the player. However as the player will not always be centered on the movement tile that he is standing on, the numbers will sometimes be askew.

      If you create a spell and just trigger it after you remove an apple, for example, then you will get the floating numbers above the character. You can set the value to heal and the duration(0 duration if you want to heal all at once).

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    • Still confused 😕

      Can you give me an example of the spell settings for a spell that would heal 1pt of stamina & cause a +1 to float up from the character?

      When I create a spell I am using the following settings.
      Level 0
      Cost (MP) 0
      Duration 1

      Target is Caster
      Spell Type ?

      Where do I set how much stamina is healed? Battle attributes? Fighting attributes? MaxStamina?

      Do I need to use an animation for the floating numbers or is it built in somehow?

      What type of bullet?

      Do I need Event links?

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      :eek: "It's a bug! - Squish it!"

    • Spell type can really be anything, but make it defensive. The healing is set in the damage field. Just set it to a negative number. The animation is built in. Make sure that the spell is set to hit instantly (NOT a missile type spell where it is shot). You do not need event links or animations. A simple outline:
      A defensive spell targetting the caster with a negative number in the damage field (just put a minus sign before the number, no funky buttons to click or anything). The mana cost should be 0, level can be anything, but say 0. If you want the health to be restored gradually, set a duration, set the damage to however much you want restored per round, and check the "Do damage every round" (well, something like that) button. That's it! Just make the apple a potion type item (disappears in inventory after use, all by itself) and link its use section to the Spell Wizard action and have it cast your spell. Hope that works, and if not, just post again.

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    • okay Lorn, since no one is giving you what you asked for, here goes. A step-by-step tutorial on making the blue numbers appear.

      Okay, first, create a spell.
      Set the level to 0.
      Set the mana cost to 0.
      Set the duration to 1.
      Set the target type to "Caster"
      Ranges are not needed.
      Set spell type to defensive.
      Set the damange minimum to -1.
      Set the damage max to -1.
      Set the damage type to magic (although this won't matter)
      Under animation, select "No animation."
      Save and name it "HP +1" or anything like that. Has no effect on the spell.

      Now, create the apple item.
      make sure to make it do nothing, e.g. 0 stamina, 0 magic, 0 strength, etc.
      Click on the "Links" tab.
      Click on "use"
      select the sound you would like to play at item use in the sound field.
      now, click the "edit..." button next to where it says "link"
      In this window, add a spell wizard object.
      Under spell wizard, select "cast spell" and then click the checkbox next to the spell that you just created, HP +1.

      There you go! now just close and save. Now, when you use the apple in any way, by either using the inventory or pressing the "a" key, those nice little blue numbers will appear. If you want the cheese to heal for 3 over a period of time, do exactly the same thing, only set the damage fields to -3 each, and click on the "damage each round" checkbox. You'll also need to set the duration of the spell to 3.

      Hope I helped! Good luck! 🙂

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    • Thank you soooo much Ogre Bob. That is exactly what I need and..it works!!!!

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    • slight change to what u said, if u want the cheese to isplay 3 +1s then set duration as 3 and dmg min/max as -1, if u want it all at once set duration to 1 and dmg min/max to -3

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