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Author Topic: A couple of questions.  (Read 18794 times)

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Re: A couple of questions.
« Reply #15 on: »
Some interesting questions here - in return for all the help you've given me I'll take a stab at answering them :)

If you want the Item Combiner to vanish/walk away/die after being interacted with, try taking a look at the UI layout for the Enchanter - there's a controller in there with a setting to make the NPC walk away when the UI is closed, if you add that same control to the item combiner menu then it will have the same effect. You could also add a timer to do this after a set amount of time (IF timer_expired THEN close_layout AND npc_walk_away would be the logic).

If you want a skill that transforms an enemy into something else - well that's in the game already but not used. Look at the polymorph skill, it was to be used on a wand but causes some bugs if you kill the creature after it has transformed which will need fixing, but definitely doable.

For a text cloud over a characters head there are two ways. First would be in a layout file, get the NPC to pass_self then set it to have a dialog. Second, you can create a dummy quest and assign the NPC a passive (see the StartingPassiveText quest to see how Runic do it). Note that by separating lines of text with the ^ symbol you can give an NPC more than one speech.

If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest  - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.

Hope that helps, or at least gives you some ideas to work on!







Re: A couple of questions.
« Reply #16 on: »
Thanks DeeZire. Your tips have given me direction.  :)

If you want the Item Combiner to vanish/walk away/die after being interacted with, try taking a look at the UI layout for the Enchanter - there's a controller in there with a setting to make the NPC walk away when the UI is closed
Oh, I did not know that these menus have this controllers. I have seen such in TL1 in Town.
In any case, it does not help me - my Combiner can not walk.  :D



Now I gave up one idea and now it's not necessary. But really, the UI has a huge potential and gytfunke showed me this when he made Vitalyser for me.

but causes some bugs if you kill the creature after it has transformed which will need fixing, but definitely doable.
Some bugs with death animation and particles?

For a text cloud over a characters head there are two ways. First would be in a layout file, get the NPC to pass_self then set it to have a dialog.
But I need such clouds for a playable character.  :( It seems this should be done in a location or in props - add a trigger that would have caused a new menu (suitable cloud over head).

If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest  - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.
Oh, this is really cool! I must do it.  :)
There is a way to do this quest invisible to the player?
« Last Edit: April 17, 2015, 10:02:16 pm by Kva3imoda »

Re: A couple of questions.
« Reply #17 on: »
again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest
This works only for or I can run it a different way (skill, UI controller)?

Re: A couple of questions.
« Reply #18 on: »
You could make a new UI layout that is effectively invisible to the player but has a Quest Description Controller in it - you can set the controller to give an item (or other stuff) but as far as I know you can only do this through the UI. Otherwise, you woul dhave to edit the dummy quest to be complete when a set criteria is met (such as a quest flag or another quest is complete). It's possible to make sure the quest is invisible to the player (Show Help Tips= false).

For your item combiner, I don't think it actually has to be able to walk - I'm sure the UI controller just makes it vanish anyway, you'd have to try that one.

I think the bug with the the polymorph is caused when the unit the monster transforms into does not have a death animation. I only got the bug when I transformed an enemy into something and killed it before it transformed back. It could be that if both units have the same armor, health etc then the bug may not happen.

I did get a speech bubble to appear on the player once by using a dialog in a layout file but it happened by accident and I'm not sure how I did it. I will have another try, but it seems the game is not designed for this :(
« Last Edit: April 19, 2015, 02:33:29 am by DeeZire »

Re: A couple of questions.
« Reply #19 on: »
Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.
Something like this:


You could use a controler to have the Character Class icon, and the name show... or something like that.  :)

I don't know if its really like what you are looking for, but maybe is a nice alternative.

Re: A couple of questions.
« Reply #20 on: »
Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.

Nice idea Anarch ;) I always believed this was do-able in TL2


Re: A couple of questions.
« Reply #21 on: »
You could make a new UI layout that is effectively invisible to the player but has a Quest Description Controller in it
What kind of events can be tracked? Sorry for the stupid questions, but I have no experience with quests.  :-[ And you are the most advanced in this.
Can I track using potions/spell in a quest?

For your item combiner, I don't think it actually has to be able to walk - I'm sure the UI controller just makes it vanish anyway, you'd have to try that one.
Well, it seems that this is very important. I did some research and found that only moving characters can "disappear". They are looking for some kind of boundary in a location, and there is triggered the disappearance(I think it's hardcoded). If NPCs does not move (as in  towns), they can`t "walking away".

I think the bug with the the polymorph is caused when the unit the monster transforms into does not have a death animation. I only got the bug when I transformed an enemy into something and killed it before it transformed back. It could be that if both units have the same armor, health etc then the bug may not happen.
Need to do more experiments with it. I like this idea, this is a classic magic!  :)

I did get a speech bubble to appear on the player once by using a dialog in a layout file but it happened by accident and I'm not sure how I did it. I will have another try, but it seems the game is not designed for this :(
I hope this is accidental event happens to me.  :D

Thank you for helping DeeZire.

Hey Kva, if you want to emulate the player character saying something, why don't create a text box like the old RPG box.

You could use a controler to have the Character Class icon, and the name show... or something like that.  :)

Hey Anarch. Yes, it's a good idea, thank you.  :) I am weak in scripts and logic, but  something like that  is possible to do.  In this way TL1 runs in the beginning - a complex interaction scheme and I want understand how it works.
I need to make a universal layout for such actions.

Re: A couple of questions.
« Reply #22 on: »
If you want an item to go directly into the players inventory, again set up a dummy quest with only that item as the reward and use a Quest Controller to force complete of the quest  - the result is that the item drops straight into the players inventory or falls onto the ground if the inventory is full.
I tried it today. Yes, it works!  :)
And I have the following question.
How I can reset the Quest to use it again?

Re: A couple of questions.
« Reply #23 on: »
Here is how to make the item combiner unit die/disappear after you close the menu:

0. Create a custom stat with a default value of 0.
1. Give  the item combiner unit a looping passive skill.
2. In the EVENT START block make an affix block that applies a KILL/FADE OUT/SET MESH INVISIBLE effect to itself. (Don't use an EFFECTS block because weird stuff happens with EFFECTS blocks and statwatchers.)
3. Stick a statwatcher on the affix block so that it only applies if the custom stat is set to 1.
4. Go into your UI layout.
5. Add a STAT OPERATOR that sets the custom stat to 1.
6. Add a logic group. Within the logic group, connect the CLICKED or MBUTTON UP output on every button that can close the menu to the OPERATE input on the stat operator.
Result: When you click the button(s), the custom stat on the combiner unit will get set to 1; then the next time the passive skill loops, the statwatcher evaluates to true, and the affix gets applied making the unit go bye-bye.

It's the same basic principle as the FreeSpec mod, so you could take that apart as an example to work with.

In fact, in its most general form, this method allows you to use a UI element to do anything that can be done by adding an affix to a unit.
« Last Edit: September 25, 2015, 08:31:17 am by Chthon »

Re: A couple of questions.
« Reply #24 on: »
Here is how to make the item combiner unit die/disappear after you close the menu:

0. Create a custom stat with a default value of 0.
1. Give  the item combiner unit a looping passive skill.
2. In the EVENT START block make an affix block that applies a KILL/FADE OUT/SET MESH INVISIBLE effect to itself. (Don't use an EFFECTS block because weird stuff happens with EFFECTS blocks and statwatchers.)
3. Stick a statwatcher on the affix block so that it only applies if the custom stat is set to 1.
4. Go into your UI layout.
5. Add a STAT OPERATOR that sets the custom stat to 1.
6. Add a logic group. Within the logic group, connect the CLICKED or MBUTTON UP output on every button that can close the menu to the OPERATE input on the stat operator.
Result: When you click the button(s), the custom stat on the combiner unit will get set to 1; then the next time the passive skill loops, the statwatcher evaluates to true, and the affix gets applied making the unit go bye-bye.

It's the same basic principle as the FreeSpec mod, so you could take that apart as an example to work with.

In fact, in its most general form, this method allows you to use a UI element to do anything that can be done by adding an affix to a unit.
Thanks for the hint, Chthon.  :)
But I'm not sure whether it can help me. Now I found another way and it suits me. It is unfortunate that I can not use the summoning pet system - that would be best, but it does not work with the itemcombiner.


How I can reset the Quest to use it again?
It looks like I found a solution:
<BOOL>REPEATABLE:true
This string I spied in TL1 quest - bardRandom.dat
I need to try it.  :)

Re: A couple of questions.
« Reply #25 on: »
It looks like I found a solution:
<BOOL>REPEATABLE:true
This string I spied in TL1 quest - bardRandom.dat
I need to try it.  :)
Well, it's sad, but it looks like it is not working.  :( Now the quest system works differently than before. I can`t make a repeatable quest.

Re: A couple of questions.
« Reply #26 on: »
I think Dee has them working in UA. Take a look at the bounty board quests.

Re: A couple of questions.
« Reply #27 on: »
Take a look at the bounty board quests.
Thanks Chthon.
I found these quests, but I can`t repeat these quests in GUTS. Perhaps the repetition runs only in the game or are required some special conditions (change location or something like that)?

Re: A couple of questions.
« Reply #28 on: »
REPEATABLE: true works, but you have to leave the area and come back (after completing the quest) for it to activate again.

Re: A couple of questions.
« Reply #29 on: »
Thought: Perhaps the best way to paper over the "need to re-enter the area" requirement would be a loop like this:

Threes quests: QuestA, QuestB, and QuestC.
QuestA and QuestB each point to each other via GIVE_QUESTS_ON_COMPLETE (and maybe also REQUIREMENTS\QUESTSCOMPLETE or QUESTSNOTCOMPLETE to make sure they don't show up simultaneously).
QuestC is a non-repeatable clone of QuestA for bootstrapping into the loop.

NPC1 assigns QuestC.

NPC2 gives the reward for QuestA (or QuestC), then assigns QuestB.

NPC1 gives the reward for QuestB, then assigns QuestA.

The player should never experience any discontinuity in the quest sequence (since the quests themselves force the necessary leave-and-return).

If you wanted to avoid placing one of the NPC's in the field, the (time-consuming) solution would be to add a tiny dungeon under the town that functions as an extension of the town ("guard post," "grand regent's quarters," "captain's tent," etc.) to put one of the NPC's into.

 

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