Primary tabs

Comments by User

Monday, February 8, 2021 - 02:29

great, that's enough for the moment... I reserve more questions for the future XD

Sunday, February 7, 2021 - 04:22

(I copied from the starterpack, so I have no idea what I did wrong) XD
it starts, it works, but it misses the target (appears missed above his head)

[power]
id=3
#name=instant kill
type=missile
new_state=instant
use_hazard=true
base_damage=ranged
radius=100
source_type=hero
target_categories=goodenemy
post_effect=knockback,100,150ms

---------

[event]
# disappear npc
type=event
location=0,0,0,0
activate=on_load
power=3
delay=60s
requires_not_status=activate_npc

Sunday, February 7, 2021 - 00:48

Question: Is it possible to make an enemy die automatically?
so as to give the impression that an npc leaves a map and enters another one?

Saturday, February 6, 2021 - 15:36

how to create an NPC that moves from a point A to a point B and once arrived at point B allows you to interact with him (obviously isn't perfected, but I publish it in case someone needs it)

[event]
# deactivate npc
type=event
location=0,0,0,0
activate=on_load
unset_status=activate_npc

[event]
# (is used to activate the npc once it arrives at point B... the delay should be set as needed)
type=event
location=0,0,0,0
activate=on_load
delay=20s
set_status=activate_npc

[event]
# (it is used to deactivate the npc, when this one moves position... also here the time must be set correctly)
type=event
location=0,0,0,0
activate=on_load
delay=30s
unset_status=activate_npc

[event]
# (this serves to make the npc disappear, like when you want it to change map)
type=event
location=0,0,0,0
activate=on_load
delay=40s
power=3
power_damage=1000
requires_not_status=activate_npc

[event]
# (serves to create the "real" npc, to be used with an invisible sprite)
type=event
location=4,11,1,1
activate=on_trigger
npc=npc/TEST.txt
repeat=true
hotspot=location
requires_status=activate_npc

[enemy]
# (since NPCs are static, use an enemy with the same sprite as the npc you want to move, setting it so that it does not attack the player, nor does it follow the player)
type=enemy
location=6,16,1,1
category=goodenemy
level=1
number=1
requires_not_status=activate_npc
waypoints=6,18;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11 (repeating numbers are used to make the NPC stand still as long as you need it to stand still)

the only "imperfection", now is that, when you start the map, the enemy, for a few seconds does not follow the route, but once you have hidden the life bar and the level of the enemy, you can easily pass it off as an NPC ^^

Saturday, February 6, 2021 - 15:01

maybe i misunderstood but i don't want to go "on top" of the npc event (i just tried to see what happens if i go on top of it), and i would like that when the enemy stops at (4,11) the player can "click" on it like a "normal npc", without any popup opened automatically

this, currently, I can't do with either of the two versions of the event I posted above ^^

the enemy goes exactly above the event, so the player is unable to go on it (even deliberately), but as a precaution I will put a collision tile anyway XD

Saturday, February 6, 2021 - 14:39

no, with the first one I get it only if I pass over, with the hero at the event, and I can not close it, when automatically opens the popup

the rest is correct XD

Saturday, February 6, 2021 - 14:29

OK, new problem:
with

[event]
# TEST
type=event
location=4,11,1,1
activate=on_trigger
npc=npc/TEST.txt
repeat=false
requires_status=activate_npc

the npc does not appear and if I pass over it, the dialog popup appears and I cannot close it, with

[event]
# TEST
type=event
location=4,11,1,1
activate=on_load
npc=npc/TEST.txt
repeat=false
requires_status=activate_npc

I get the dialog popup as soon as I start the game
(the rest is unchanged so I don't copy it again)

What I don't understand is how I can "click" the npc to get the popup to open, without having to hover over anything XD

Saturday, February 6, 2021 - 01:48

ok, so, theoretically it can be done, and we have solved the impossibility of moving NPCs XD

I would like to do something like this...
the enemy activates the event and changes the state

my problem: i don't know how to make the enemy "disappear" and make the npc appear automatically... XD

[event]
# deactivate npc
type=event
location=0,0,0,0
activate=on_load
unset_status=activate_npc

[event]
# deactivate npc
type=event
location=0,0,0,0
activate=on_load
delay=600ms
unset_status=activate_npc

[event]
# activate npc
type=event
location=0,0,0,0
activate=on_load
delay=200ms
set_status=activate_npc

[npc]
# TEST
type=npc
location=4,11,1,1
filename=npc/TEST.txt
requires_status=activate_npc

[enemy]
type=enemy
location=6,18,1,1
category=goodenemy
level=1
number=1
waypoints=6,18;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11;4,11
requires_not_status=activate_npc

I can repeat the last point (4,11) several times to "stop" the enemy in a specific point for a certain amount of time XD

Friday, February 5, 2021 - 15:33

I don't understand anything XD

don't remember what map the goblin cart was in? O.o

could this work something like:

spawn good enemy,
move good enemy from point A to point B,
activate event, when good enemy arrives in point B, that delete enemy and spawn npc.

Friday, February 5, 2021 - 15:05

i have created an enemy that does not enter into combat... so i can use this method to make npcs move, "transforming" them into "good" enemies XD

Pages