Ambrosia Garden Archive
    • allies 2


      in spell effects it says allies wich makes me think you can allie with creatures in a game i know you cant make friendly NCPs help and fight with you what about if you got a team of people helping you reconized by the game as a player character like somthing you controll with your own character when you attack it attacks when you walk it walks. is this possable?

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      "Why, Mr. Anderson? Why do you do it? Why get up? Why keep fighting? Do you believe you're fighting for something? For more that your survival? Can you tell me what it is? Do you even know Is it freedom? Or truth? Perhaps peace? Yes? No? Could it be for love? Illusions, Mr. Anderson, vagaries of perception The temporary abstracts of a feeble human intellect trying desperately to justify an existence that is without meaning or purpose. And all of them as artificial as the Matrix itself although only a human mind could invent something as insipid as love. You must be able to see it, Mr. Anderson. You must know it by now. You can't win. It's pointless to keep fighting. Why, Mr. Anderson? Why? Why do you persist?"

    • i proposed something similar, wherein the player either dynamically switches positions ( but for a turnbased system as tracking a moving realtime group just isn't going to happen ) essentially when you or the game selected a person to attack with the current ally would be swapped with a looping animation of them breathing or some such, and the real player would be moved to the coords of the target.

      they could be moved by the npc based on a random roll between 0 and the number of allies minus 1, or a more advanced set of rules based on the main character's stats or a global could be used.

      multiple player's stats would be stored using a push and pop system, an event would launch and based on who's turn it is the current allies stats would get pushed into its designated globals, and the selected allies stats would get popped in from their set of globals.

      the turn would end after the player has been attacked, the spell was cast etc. This causes problems for spells that last multiple turns. the other problem is with graphics, if you are not using some way to hold the player and the chars stationary then you can't make sure that the spell's effect will hit their target. This isn't anything new because as it stands you can outrun spells.

      (i have been meaning to redo this method for the longest time.)

      similar to what myshkyn is using for stealth you can use the player to process animation changes for the npcs.

      anything you come up with to solve this problem will likely be visible, the trick is to conceal it by using style, make it look deliberate/intentional.
      allies as a feature were never implemented.

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      ... bwahhaaaaahaaaaaugh fooooolish sammurai.

    • The allies target type in the spell editor is meant for NPCs. NPCs can have allies, the hero cannot (Unless you use one of eLL's methods, which still isn't "true" allies).