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Ichigatsu

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« on: September 19, 2005, 04:43:29 PM »
I was wondering what process of (IF code) to use for opening up locked doors? And also replacing dialog of the towns people during events and repitition?
« Last Edit: December 31, 1969, 06:00:00 PM by Ichigatsu »
\"Von eve das ou la gyumi. Ihyudor, Laj zhisk ah traubem brriaal, von das ou ttach gyumi klruger ba set\".

(and yes, it\'s a made up language)

Number Eight

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« Reply #1 on: September 19, 2005, 09:04:41 PM »
oops my computer must have messt up and posted it twice. sorry.
 read the next post.
« Last Edit: September 19, 2005, 09:17:55 PM by Number Eight »
<a href=\'http://www.rammstein.com/Extras/\' target=\'_blank\'></a>
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<span style=\'font-size:14pt;line-height:100%\'><a href=\'http://www.ebaumsworldsucks.com/\' target=\'_blank\'>ebaumsworld sucks</a>
<a href=\'http://www.uweflade.de/rammstein.htm\' target=\'_blank\'>benzin</a>
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Number Eight

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« Reply #2 on: September 19, 2005, 09:14:39 PM »
Well, I'm a bit rusty, but i think what works in tk2 should work in tk3 so maybe something like this:
 
Code: [Select]
 #if(darkwar!=0)
 {
    #mwin("young lady: Hey I'm a nameless NPC in this demonstration!")
    #wait
 }
 #if(darkwar!=1)
 {
    #mwin("young lady: gosh now that the darkwar has happened, i should probably be less cheerful!")
   #wait
 }
 
That's what you would do for a young lady talking (or just about anyone else). Just put the variable you're using in the program that makes whatever has happened happen.
 For a locked door:
 
Code: [Select]
#if(darkwar!=0)
 {
   #mwin("door: hey biyatch I'm not gonna open yet because the dark war hasn't happend! I suppose you'll just have to occupy yourself until then!")
 #wait
 }
 #if(darkwar!=1)
 {
   #mwin("door: alright you've waiting long enough, but the gold makes me happy so please don't take any or i'll hate you for the rest of my life.")
  #wait
   #wav("doorcreak.wav")
   #send("board_inside_door.brd",1,1,1)
 }
 
That's for if you want a particularly foul door.
 And if you want several different things that one character can say:
 
Code: [Select]
#random(4,randomint!)
 #if(randomint!=1)
 {
  #mwin("guy: go boil your bottoms, sons of a silly person!")
  #wait
 }
 #if(randomint!=2)
 {
  #mwin("guy: let's be freinds.")
 }
 #if(randomint!=3)
 {
  #mwin("guy: Du! du hast! du hast mich! du hast mich gefragt! du hast mich gefragt, und ich hab nichts gesagt!)
 #wait
 *if you want your guy to sing RAMMSTEIN
 }
 #if(randomint!=4)
 {
  #mwin("guy: joo f00l i r0x0rz 1n my b0x0rz!")
  #wait
 *for the weird ultra 1337 guy
 }
 
keep in mind though, that this is all untested.
« Last Edit: December 31, 1969, 06:00:00 PM by Number Eight »
<a href=\'http://www.rammstein.com/Extras/\' target=\'_blank\'></a>
<a href=\'http://www.wakeupwalmart.com/\' target=\'_blank\'></a>
<span style=\'font-size:14pt;line-height:100%\'><a href=\'http://www.ebaumsworldsucks.com/\' target=\'_blank\'>ebaumsworld sucks</a>
<a href=\'http://www.uweflade.de/rammstein.htm\' target=\'_blank\'>benzin</a>
</span>

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Ichigatsu

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« Reply #3 on: September 20, 2005, 05:04:45 PM »
Oops, my bad....
Let me clarify. I forgot to ask how to do it with an item. For example

My storyline goes:
Game starts, you have to find a character by going into a temple, to get inside the temple, I need to find a key in the forest to unlock it.

Once I get the character, the towns people say something else and I can do stuff I could'nt do if I didn't have that character. (such as the item store have new items or I can enter new areas, etc.)

Oh yeah, thanks for the code reply, but it does'nt work ^_^
« Last Edit: December 31, 1969, 06:00:00 PM by Ichigatsu »
\"Von eve das ou la gyumi. Ihyudor, Laj zhisk ah traubem brriaal, von das ou ttach gyumi klruger ba set\".

(and yes, it\'s a made up language)

DarkElite

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« Reply #4 on: September 21, 2005, 02:01:32 PM »
It depends whether you're using the default item system.  If so, you must seach to see if the player carries the item (I forget the command name).  But if you've decided to create your own item'ing system, which I would recomend, it would look something like this:

Code: [Select]
If (key! == 1)
     {
     *open door program stuff...
     }
If (key! == 0)
     {
     *shoo the player away...
     }

I'd be more specific, but I'm too lazy... But if you're using your own item system, it would require you to simply say -

Code: [Select]
key! == 1

- instead of using the #GiveItem command...
« Last Edit: December 31, 1969, 06:00:00 PM by DarkElite »
DarkElite

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Number Eight

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« Reply #5 on: September 21, 2005, 05:22:53 PM »
Quote from: "Ichigatsu"
Oops, my bad....
Let me clarify. I forgot to ask how to do it with an item. For example

My storyline goes:
Game starts, you have to find a character by going into a temple, to get inside the temple, I need to find a key in the forest to unlock it.

Once I get the character, the towns people say something else and I can do stuff I could'nt do if I didn't have that character. (such as the item store have new items or I can enter new areas, etc.)

Oh yeah, thanks for the code reply, but it does'nt work ^_^

 well tk3 is a bit wierd that way... i'm pretty sure it would have worked in tk2 Smile
 and if your using the default item system:

 for your key thing you could put #gotkey!=1
 and in the door program:
 #if(gotkey!=1)
 etc.


 and in the program for getting the cahracter put something like #gotchar!=1
 and then in the talking programs for the people just put
 #if(gotchar!=1)
 etc.
« Last Edit: December 31, 1969, 06:00:00 PM by Number Eight »
<a href=\'http://www.rammstein.com/Extras/\' target=\'_blank\'></a>
<a href=\'http://www.wakeupwalmart.com/\' target=\'_blank\'></a>
<span style=\'font-size:14pt;line-height:100%\'><a href=\'http://www.ebaumsworldsucks.com/\' target=\'_blank\'>ebaumsworld sucks</a>
<a href=\'http://www.uweflade.de/rammstein.htm\' target=\'_blank\'>benzin</a>
</span>

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Ichigatsu

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« Reply #6 on: September 30, 2005, 03:43:29 PM »
okay, so this is how the code would go in an example? Please correct me.

#Gotchar!=1
Mwin("Jun: Inari, I'm joining your party!")
AddPlayer("Jun.tem")
Wait()
End()
{
#If(Gotchar!=1)
Mwin("Jun: Inari! What are we waiting for!?")
Wait()
Done()
}
« Last Edit: December 31, 1969, 06:00:00 PM by Ichigatsu »
\"Von eve das ou la gyumi. Ihyudor, Laj zhisk ah traubem brriaal, von das ou ttach gyumi klruger ba set\".

(and yes, it\'s a made up language)

Number Eight

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« Reply #7 on: October 01, 2005, 06:28:12 PM »
I think it would be:

 #if(gotchar!=1)
 { *put the brackets here
 mwin("jun: inari! what are you waiting for!?")
 wait()
 done()
 }
« Last Edit: December 31, 1969, 06:00:00 PM by Number Eight »
<a href=\'http://www.rammstein.com/Extras/\' target=\'_blank\'></a>
<a href=\'http://www.wakeupwalmart.com/\' target=\'_blank\'></a>
<span style=\'font-size:14pt;line-height:100%\'><a href=\'http://www.ebaumsworldsucks.com/\' target=\'_blank\'>ebaumsworld sucks</a>
<a href=\'http://www.uweflade.de/rammstein.htm\' target=\'_blank\'>benzin</a>
</span>

 TE QUIERO PUTA!