Ambrosia Garden Archive
    • Interrupt the endgame to prevent dying?


      Hi all:

      Sorry if this has been answered before. If this board has a search function, point me to that and ignore my question. 🙂

      My question is this: can I stop the player from dying?

      Here is what I tried. I edited the built-in EndGame event which is called when the player dies. I restore the player's health, display a message to the effect of "You live again...", and teleport the player back to a starting safe spot. And all this happens as expected, but then when the event ends, the game just quits.

      Clearly I'm patching in too late in the death process, but I can't figure out where else to hook in.

      Any ideas on how I would prevent player death?

      Thanks!
      -jinnes

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    • I was curious about this as well... thinking it might be possible to have the player become a ghost upon death.... (teleport to special map where the player can walk through things... etc... maybe be in B&W...; ) and then get resurrected or some such... so I'd also be curious to hear about editing the end game event.

      - Zupa

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    • Cool idea about the "ghost-mode", Zupa!

      There are a bunch of things you could do with the ability to stop the EndGame event. A nethack-style "Amulet of Life" which prevents death once and then crumbles to dust. A training/tutorial area where death is not permanent. A "bonus stage" where you just see how many monsters you can kill before dying, but with no negative consequences. Etc, etc.

      I hope it can be done!

      -jinnes

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      (This message has been edited by jinnes (edited 01-23-2002).)

      (This message has been edited by jinnes (edited 01-23-2002).)

    • Quote

      Originally posted by jinnes:
      **Cool idea about the "ghost-mode", Zupa!

      There are a bunch of things you could do with the ability to stop the EndGame event. A nethack-style "Amulet of Life" which prevents death once and then crumbles to dust. A training/tutorial area where death is not permanent. A "bonus stage" where you just see how many monsters you can kill before dying, but with no negative consequences. Etc, etc.

      I hope it can be done!

      -jinnes
      **

      Although I cannot tell you how, I think it can be done, since I believe in the Trinity plug-in for PoG there was a sword that would teleport you back to Fantrima if you were in danger of being killed. Probably down with some kind of conditional, if player life is less than, do this type of thing.

      Good luck, hope you both can find ways to do what you want.

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      CRH

    • Hmm... the sword is a nice idea. Yes, you could hook a conditional action onto both the Hit and Miss events for the weapon, then check if the player's health is below some threshhold, and if so teleport them to safety.

      That's definitely cool, but it doesn't really get what I'm trying to do. What I really want is something like Planescape: Torment, where dying is actually part of the game. So I'm not actually trying to prevent the player's health from reaching zero. I just want the game to go on when it does! 🙂

      -jinnes

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    • Quote

      Yes, you could hook a conditional action onto both the Hit and Miss events for the weapon

      Really? I have not been able to find any event links for hit success/miss... i would be REALLY happy if someone could tell me more about how to use these....

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      jwalton
      ......................................
      (url="http://"http://www.mmodule.com")mmodule is mmusic(/url)

    • Quote

      Originally posted by jwalton:
      Really? I have not been able to find any event links for hit success/miss... i would be REALLY happy if someone could tell me more about how to use these....

      The event links for hit and miss are stored in the Item record. If you open up, say, a sword, and click on the "Links" tab, you'll see some actions -- Hit, Miss, Equip, etc. You can link an Event to any of these by clicking the "Edit..." button next to the word "Link".

      The catch, of course, is that these events are item specific. In other words, you can't link an event to the player hitting in general -- just to the player hitting with a particular sword. To make a generic Hit event, you'd have to define the event, then link it explicitly to the Hit action for every weapon.

      At least, that's how I understand it...

      -jinnes

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      (This message has been edited by jinnes (edited 01-23-2002).)

    • I think there's a conditional that you can attatch to life remaining, just set it to teleport if life < 10 or so.

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      -TheDarkDragon
      Lots of luck, we're all here to learn anyway.

    • I think you need to end the event before the game quits... As in put an End Event action right after your teleport action. If that doesn't work, then I dunno what would. 🙂

      ->Day<-

    • Quote

      The event links for hit and miss are stored in the Item record. If you open up, say, a sword, and click on the "Links" tab, you'll see some actions -- Hit, Miss, Equip, etc. You can link an Event to any of these by clicking the "Edit..." button next to the word "Link".

      thank you thank you! I will try this.

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      jwalton
      ......................................
      (url="http://"http://www.mmodule.com")mmodule is mmusic(/url)

    • Quote

      Originally posted by Day:
      **I think you need to end the event before the game quits... As in put an End Event action right after your teleport action. If that doesn't work, then I dunno what would.:)
      **

      Day -- good idea, but no luck. I tried that, and it still just quits.

      DarkDragon -- yes, that conditional would be the one to use. The issue is what Event to put it in. There is no Event for the player getting hit, and the EndGame event has the uninterruptability problem I described above.

      Oh well, maybe it's not possible. Thanks for the feedback everyone.

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    • No way ! It has to be possible 🙂

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    • There may be a way to do it but it would be probably take awhile to make.

      First you'd make a global variable for your hero's hp. Then, make an event thats always going that makes it so your hero's damage will be transferred to the variable and then you can cure the hero.

      Of course the only way this would work is if you can make an event that is always going on or one that starts when your chracter gets hit. another drawback of this is you'll have to trouble doing the statistics picture because you can't use your actual hp stat or if someone deals lethal damage in one blow (try giving huge amounts of hp).

      Using this event you could also make a conditional asking whether the global hp is lower than 1 (after the transfer and cure) and if it is, he dies.

    • Quote

      Originally posted by Demiscus:
      **
      First you'd make a global variable for your hero's hp. Then, make an event thats always going that makes it so your hero's damage will be transferred to the variable and then you can cure the hero.
      **

      Hey, that's a great idea!! Using a different variable for health! Brilliant!

      Quote

      **
      Of course the only way this would work is if you can make an event that is always going on or one that starts when your chracter gets hit.
      **

      Yes, that is a problem. There is no event for either of these. But, you could link the event to the hit and miss actions of every weapon. That way the event would be getting checked during combat continuously, even though it wouldn't literally be getting checked when the player takes damage.

      Quote

      another drawback of this is you'll have to trouble doing the statistics picture because you can't use your actual hp stat or if someone deals lethal damage in one blow (try giving huge amounts of hp).

      You could use one of the resistances instead of a global. That way it would be available to display on the statistics screen. (BTW, it strikes me as an unfortunate limitation that you can't display globals on the statistics screen -- or other layouts, for that matter)

      Anyway, cool idea! Thanks!! That might do the trick, even though it's a gnarly workaround to what seems to me like a missing feature.

      -jinnes

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    • (quote) another drawback of this is you'll have to trouble doing the statistics picture because you can't use your actual hp stat or if someone deals lethal damage in one blow (try giving huge amounts of hp). (/quote)
      You could use one of the resistances instead of a global. That way it would be available to display on the statistics screen. (BTW, it strikes me as an unfortunate limitation that you can't display globals on the statistics screen -- or other layouts, for that matter)

      Anyway, cool idea! Thanks!! That might do the trick, even though it's a gnarly workaround to what seems to me like a missing feature.

      -jinnes

      (/B)(/QUOTE)
      I was about to say a death interrupt doesn't seem that needed a feature, when I realized that also would make a "lives" function possible.

      Still, I think what is missing is more basic; the ability to patch in at the instant a character takes a hit or takes damage. Patching every weapon is not as neat; although it would allow you to tailor the reaction to the kind of damage delivered (perhaps when you get hit by a flame weapon, for a moment you do the old Bugs Bunny charcol routine?), it could too easily require elaborate conditional tests as to whether the damage got through armor, was sufficient to cause injury, etc.

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      everywhere else, it's --
      "Nomuse"

    • Right on, Commander! 🙂 You're right about that. Being able to patch in when the character takes a hit would give all the functionality of a death interrupt, plus lots more. That's the better way -- as long as that event gets called before the death status is checked. That way if the health has gone negative, we still have time to do something about it before the player dies.

      -jinnes

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    • Quote

      Originally posted by Zupa:
      **I was curious about this as well... thinking it might be possible to have the player become a ghost upon death.... (teleport to special map where the player can walk through things... etc... maybe be in B &W...; ) and then get resurrected or some such... so I'd also be curious to hear about editing the end game event.

      - Zupa

      **

      Reminds me of Hell from Taskmaster.

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      Star Trek rocks!

    • hmm, would putting it on the hit for every weapon work? do npcs actually use "weapons?" Don't they just sort of do damage?

    • I have an idea. Make a new event with conditionals. The conditionals should have if strength, or stamina, is equal to or lower than 1, Change the strength or stamina to 15. Then add a call event link to all the the NPCs to call this event.

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      Dragon's Games
      http://dragonsgames.com

    • Quote

      Originally posted by dragonsgames:
      I have an idea.

      Welcome to the boards dragonsgames. Unfortunately, this thread is over a year old and most, if not all, of the contributors are no longer frequenting this forum. Feel free to jump into a more current discussion or start a new thread if this topic interests you.

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