Mystic Software Forums
Mystic Software - Hosted Sites => Dark Age Games => Topic started by: Anonymous on October 16, 2003, 09:31:22 PM
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ok, im working on my game...but i cant figue out how to put a program on a board that im not currently on to change what happens, but i dont wanna have to make a whole nother replica board..... if u have a way plez! plez! help me!
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I don't quite get what your saying.
Represent it visually, and maybe I'll be able to help...Xorlak's officially on break from the TK now.
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He means he wants to change a program in board that his character is not currently on, even with my poor english I get it Wink
Hmmm. There is no such ability in tk, as I see, or propably at least in tk2 or early tk3. It's a located program, and tk2 only supports global programs. This means they somehow "exist" only when you enter the board, and they are erased as you leave it.
You can make a program using variable like #program_type!, through. Then...
#if(program_type! = 0)
{
*** nothing / old program ***
}
#if(program_type! = 1)
{
*** second version of a program ***
}
When you need to change the program, just insert #program_type! = 1.
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ah! i see! Very Happy is there any way to make it so that the program will only apear once and then if u come bac it wont come again?
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You have to set it on a condinitonal activation for it to only activate once. TO set a condinitonal activation, go to RPGCode, Set program (or Ctrl+P) then select the tile. Once you've done that, (selected the tile) go to advanced and you'll see always activate and condinitonal. I never mess with the Activate if avalible: BoardName[1061]! Varible: 0 and After activation, BoardName[1061]! Varible :1, but you can change the numbers if you want. Thats about all.
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ahh! maybe giving the character an "invisable" item that will be checked if they have it in the program, and if they do it will change the outcome!
but......is there a way to make an item that wont show up on the item menu, you can sell, and they dont even know they have?
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#Send("OuterTempleWilderness2.BRD", 4,5,2)
#LayerPut (4,5,1,"Objects.tst5")
#Wav("closechest.wav")
#Delay(.5)
#If (program_type!=0)
{
#GiveItem("Potion.itm")
#MWin("You got a Potion!")
#Waiting()
#Wav("closechest.wav")
#LayerPut (4,5,1,"Objects.tst4")
#Delay(.5)
}
#If (program_type!=1)
{
#MWin("Empty!")
#Waiting()
}
#program_type!=1
would this program work as a chest program? like the program is asumed 0 in the begining, and then after you get the item the programtype becomes 1 and if you press the item again it will say empty?
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Yeah, that should work. Except you shouldn't need the #send (since you are already on the board when you open the chest) and #waiting should be #wait (unless of course, #waiting is a method you defined).
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yeah.. i got tired of typing #Wait, #MWinCls(), and #Delay(.5) Very Happy
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i dont get it! Wink how did u make such an awsome battle system for DA2? can u give a hand on how to load people,enemies,items, and that stuff?
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I replied to your email, but I'll put it up again here (I get this type of question a lot)
If you don't want to use plugins, you'll have to make most of your
items, magic, etc. programs (instead of using the Toolkit's items,
special moves, etc).
For items, for example, I have an array of literal variables for each
item name in the player's inventory (i.e. #item[x!]$, where x! is the
item slot number). Lets say I have a method that gets one of those
names and puts it into the variable "item$".
I what I do is create a program for each item, and call it the same
name as that item (i.e. Potion.prg). Then I put a method in it that is
run when the player uses an item, and call it #use_XXX, or something,
where XXX is the item name.
Your battle/menu sytem needs to use the item in item$, so you need to
include the program that corresponds to that item:
#item_program$=item$+".prg"
#include(item_program$)
If item$="Potion" this will include "Potion.prg"
Now you need to execute the method in that program:
#item_method$="#use_"+item$
#rpgcode(item_method$)
Again, if item$="Potion", this will be the same as #use_potion, and
your potion method will run.
Spells work in a similar way. Enemies too, except you'll just be
loading variables in thier programs.
You can use the normal internal characters if you want because of the
#getHP, etc. commands, but if you want them to have custom variables,
you'll have to load them via programs as well.
Hope this helps!
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so would this sort of thing work? (this doent include the variables for item)
#Method Use(item$)
{
#animation("item$",x!,y!)
#Include("item_manager.prg")
#item_efects(name$)
}
and in the name$ variable it would have a specific task for each dif. item (ex potion would have some healing crap)
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Basically, yes. You just have to put the ".anm" in for the animation.
#Method Use(item$)
{
#item_anim$ = item$+".anm"
#animation(item_anim$,x!,y!)
#Include("item_manager.prg")
#item_efects(name$)
}
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how would i make status efects? and then link them to the items so you can take them away and stuff.......would i be able to have the enemies special move or sumthing like that do sumthing like...
#poison!=1
and if there is no poison
#poison!=0
and have the battle system check for a status effect each turn, and if there is it will do the animation?
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Yeah, that's pretty much it.
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xorlak, are you planing on makin a DA3?
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Not anytime soon...he's on vacation from the TK, dumbass.
If he does, that would be tight.
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how do u make one of those nifty little selection programs? i can get the item values and put them in text...but i cant make something to select them...
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I do have some ideas for Dark Age 3, but no official plans yet...
Cursors are a bit complex to explain for TK2, and I don't really have the time right now... You might find something at mrgoldsoft.mysticsoftware.net though.
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Dark Age 3! Whoa! I bet it's gonna be in 3rd with dorby digital surround, in 1600x1200 resolution!
Laughing
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And it will come with a free monitor.
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Yeah. And if you'll buy 10 000 copies of it, you get a chance to win a lighter with Xorlak's autograph.