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IceBlinkEngine.com • View topic - Moving the party...
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Moving the party...

PostPosted: Sun Jun 09, 2013 8:08 pm
by Pongo
Hi - sorry if this has come up elsewhere! Just point me to the thread if so. :)

Ok, I've got a trapdoor that can only be opened with a key. Its now all set up using the narration system so that one of three things happens:
a) player has no key and can't enter
b) player has key and opens lock. Player can then choose to enter or not
c) trapdoor maintains open state in case player chooses not to enter, and returns at a later date.

All the key bits work great with the item recognition and the open state uses a global variable.

I'd like to trigger the area transition when the player takes a specific "conversation" option in the narration dialogue, but how do I do this?

thanks all!

Re: Moving the party...

PostPosted: Sun Jun 09, 2013 8:47 pm
by youngneil1

Re: Moving the party...

PostPosted: Sun Jun 09, 2013 10:34 pm
by Pongo
Ahhh i see! A very elegant solution, thanks for the quick response Karl! I'll have a go at this tomorrow.

Re: Moving the party...

PostPosted: Mon Jun 10, 2013 9:57 pm
by Pongo
Blimey - this is great! Now I know how to enable and disable events from the narration screen, its like a brave new world opening up... Suddenly loads of my niggling issues have slotted into place. This is simply awesome!

Ahh I get there in the end..... :)

Re: Moving the party...

PostPosted: Tue Jun 11, 2013 1:21 am
by Dorateen
Heh, I had the same reaction when it all came together, like an epiphany. I really like the event based system for encounter squares. It seems to be very flexible and opens up a lot of creative possibilities.

Re: Moving the party...

PostPosted: Tue Jun 11, 2013 5:51 pm
by youngneil1
Yepp, it's a very mighty system. Combined with the free scripting and the really wide access these scripts have, I see us all build wondrous and complex adventures in the long run :)