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IceBlinkEngine.com • View topic - Request: gaEventSquaresInEncounters.cs

Request: gaEventSquaresInEncounters.cs

Request a script to be made and one of us fine community members will make it for you.

Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sat Apr 13, 2013 6:31 am

Now, to get this rolling: a request :-).

Let's brainstorm a little about how a meachnism for event fields (e.g. healing pool, burning lake of oil,...) could be improvised via scripting.

My idea so far is to have an invisible and invincible creature in every battle, called "GameMaster" :-). Poor GameMaster will have zero move range and just hide there in his corner. He will have it in his script to actually die once all other creatures on the map are dead. No xp for him, sorry :-).

His purpose is to be actually just a script hook for calling a script exactly once a round, on the start of his turn. Now, GameMaster is pitifully slow - he's likely to be always last in battle.

The script that GameMaster carries is called gaEventSquaresInEncounters.cs (might be a single big one checking for the current encounter or many specfific, different versions for each encounter).

The script will go through all Player characters via foreach calls, determining their current x/y position on the encounter map and comparing this position value against a list in the script with locations of events (contained in the script, specific for this encounter map). If it finds a match of player character position and event position entry in that list, it triggers a stat change for the player character (like each +5 HP when standing in a healing pool).

At the end of the script a large messagebox is called dispalying on screen all events (and their effects) that happened to player characters on this turn of GameMaster.

What do you think? Crazy? Fun? Impossible? :D
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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sat Apr 13, 2013 11:45 am

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Re: Request: gaEventSquaresInEncounters.cs

Postby slowdive » Sat Apr 13, 2013 1:45 pm

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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sat Apr 13, 2013 3:56 pm

Woohhah! Happy Birthday :-)!

You should get presents, not the other way round, but who am I to complain... ;)

[Off to eagerly unwrapping this gift...]

P.S: Enjoy your special day and have great fun!
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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sat Apr 13, 2013 11:28 pm

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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sat Apr 13, 2013 11:50 pm

The situations of fleeing (as well as the DungeonMaster being the last creature and acting before the Player character who stands on the buffing field? Will ahve to check) will leave the buff remaining after battle. Will probably do a clean up script, attached to an onEnter trigger on the square that also triggers the encounter (sorted in after the encounter). the script will check for the LocalInts of the palyer charater and remove/correct surviving buffs. It'S really Greta taht you have added in thes eLocalVariables - tehy come ver yhandy for scritping.
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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sun Apr 14, 2013 3:03 pm

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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sun Apr 14, 2013 9:39 pm

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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sat Apr 20, 2013 10:31 pm

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Re: Request: gaEventSquaresInEncounters.cs

Postby youngneil1 » Sun Apr 21, 2013 6:17 am

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