News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 160
Total: 160

Author Topic: A couple of questions.  (Read 18784 times)

0 Members and 58 Guests are viewing this topic.

A couple of questions.
« on: »
1. Is it possible to create a "text cloud" over a character head?
The idea is that a character had the ability to express their thoughts and comments.
Like:
- "Look at this,"
- "There's something hidden"
- "I need to think"
- "It's time to skedaddle"

2. There is a way to generate an item and immediately get it in inventory, like a reward for a quest?

3. Is it possible to summon a pet which is immediately summon interactive NPCs, when I desummon my pet, it disappears together with NPC? Pet( or NPC) should be invisible and immobile.

4. Is it possible to realize a different reward?
For example:
NPC requests to find his dog.
Character finds "Collar" - reward "Gold".
Character finds "Tag" - reward "Gem".
Character finds "Dog Skeleton" - reward "Watch".
If the character brings one quest item - he gets one reward and the quest is completed. If he brings several items, he gets several awards?
« Last Edit: October 09, 2014, 01:19:18 am by Kva3imoda »

Share on Bluesky Share on Facebook


Re: A couple of questions.
« Reply #1 on: »
3. Is it possible to summon a pet which is immediately summon interactive NPCs, when I desummon my pet, it disappears together with NPC? Pet( or NPC) should be invisible and immobile.
I tried to do something like that. But the system "Master-Minion" does not allow to call interactive mob. Maybe there is some other way...  :(

Re: A couple of questions.
« Reply #2 on: »
2. There is a way to generate an item and immediately get it in inventory, like a reward for a quest?
I could have use a "fishing hole system", but I do not understand how it works.
Fishing is able to generate an item directly into inventory. Ok, I tried to investigate this process and found nothing.  :'(

Re: A couple of questions.
« Reply #3 on: »
1. Is it possible to create a "text cloud" over a character head?
The idea is that a character had the ability to express their thoughts and comments.
Technically, it is likely possible, but I do not know how to realize this.
The game has PASSIVEDIALOGNOTARGET:

Re: A couple of questions.
« Reply #4 on: »
3. Is it possible to summon a pet which is immediately summon interactive NPCs
Is it possible to summon a NPC which automatically speak with the character?

Re: A couple of questions.
« Reply #5 on: »
1. Is it possible to create a "text cloud" over a character head?

3. Is it possible to summon a pet which is immediately summon interactive NPCs

I think both of these would be possible.  I want to know how to do this, too.

My guess is that it's in the Quest Editor.

Re: A couple of questions.
« Reply #6 on: »
Anyone know, this effect works? Can I use it for items? 


Code: [Select]
[EFFECT]
<STRING>EFFECT:KEFFECT_TYPE_DAMAGE_TAKEN
<STRING>NAME:DAMAGE TAKEN
<TRANSLATE>GOODDES:[DMGTYPE] Damage Taken reduced by [VALUE]
<TRANSLATE>GOODDESOT:[DMGTYPE] Damage Taken reduced by [VALUE] for [DURATION]
<TRANSLATE>BADDES:[DMGTYPE] Damage Taken increased by [VALUE]
<TRANSLATE>BADDESOT:[DMGTYPE] Damage Taken increased by [VALUE] for [DURATION]
<INTEGER>MINVAL:20
<INTEGER>MAXVAL:-20
<STRING>VALUE1:MIN
<STRING>VALUE2:MAX
<STRING>VALUE3:NA
<STRING>VALUE4:NA
<STRING>VALUE5:NA
<STRING>TYPE:Value
<INTEGER>DISPLAYPRECISION:0
<FLOAT>DISPLAYPRECISIONMAXVAL:0
<BOOL>AFFIX_MODIFIES:true
[/EFFECT]

My basic idea is to use it to reduce the taken damage. But, I have created an item, I see "+X Damage Reduction", but it does not work.  :-[
« Last Edit: April 10, 2015, 12:30:55 am by Kva3imoda »

Re: A couple of questions.
« Reply #7 on: »
Guys, do you know where I can find "damage with bare hands" in the game?

I also curious that these graphs do? TOHIT_PLAYER_BYLEVEL, TOHIT_MONSTER_BYLEVEL?
« Last Edit: April 10, 2015, 09:32:12 pm by Kva3imoda »

Re: A couple of questions.
« Reply #8 on: »
Hey Kva. Is there such a variable? All other bare-handed fighter mods ive seen use a weapon like fist-wrappings or something to give the damage...


Re: A couple of questions.
« Reply #9 on: »
Hey Kva. Is there such a variable? All other bare-handed fighter mods ive seen use a weapon like fist-wrappings or something to give the damage...
I do not know Pha, but it would be nice to have a real bare-handed damage.  :)

Re: A couple of questions.
« Reply #10 on: »
Has anyone tried to do a skill that would have transformed an enemy into something else? Let's say into a frog or snake?
Well, I just need such skill and I do not know whether it is possible to create.

upd: I figured out how to do it.  :)
« Last Edit: April 11, 2015, 11:09:16 am by Kva3imoda »

Re: A couple of questions.
« Reply #11 on: »
Hey Kva3i,

Unarmed damage can be set in Unit Editor/Players.  The field says Damage and you'll see it when you click on a unit file.  It's default is 20 (which means 20 percent of the graph).  You can also set what type of damage is dealt (physical, fire, etc)  It's modified by all the same modifiers that affect weapons/spells.

If you wanted to give bonuses only while unarmed you'd have to create a passive skill that has a left/right hand requirement of NONE.  Of course, that would work as long as one hand remained unarmed.  It might be possible to require both by setting the dual-wield requirement, but it might not work if dual wielding is defined as having two melee weapons, two wands or two pistols.

Re: A couple of questions.
« Reply #12 on: »
Unarmed damage can be set in Unit Editor/Players.
Hehe, it's that simple.  :) Thanks.

If you wanted to give bonuses only while unarmed you'd have to create a passive skill that has a left/right hand requirement of NONE.  Of course, that would work as long as one hand remained unarmed.  It might be possible to require both by setting the dual-wield requirement, but it might not work if dual wielding is defined as having two melee weapons, two wands or two pistols.
Well, it seems to make a monk without weapons will be difficult, but we have fists for this. In addition, we can add kicks-animations for fists and character will be able to fight punching and kicking.
« Last Edit: April 11, 2015, 09:16:23 pm by Kva3imoda »

Re: A couple of questions.
« Reply #13 on: »
Is there a way to NPC automatically entered into conversation with the Character(interacts with the Character)?
Maybe there is some kind of skill or a trigger for this. This should be a feature of the Unit NPC, not  location logic/trigger.

I'll explain why I need it.
The main task - to use this feature for the Item Combiner. After the interaction, this unit should disappear/ die.

The ideal solution - is to summon an "invisible" Unit, which could automatically interact with the character.

In the beginning I wanted to use "summon pet" option, this is handy because you can to desummon your pet, but pet can not be an interactive object. This is a very sad.  :-[

Now I have a solution (not perfect, but ok). I can summon an interactive NPC which kills itself after 15 seconds, then I can summon another. During 15s the character is able to use this NPC. But I want more "perfect" solution.  :D

Any ideas?

Re: A couple of questions.
« Reply #14 on: »
Is there a way to NPC automatically entered into conversation with the Character(interacts with the Character)?
It does not matter already, I decided to to abandon some ideas.  :)

 

Recent Topics+-