Joined: 06 Oct 2007 Age: 15 Posts: 2519 Location: San Diego
Posted: Tue Apr 29, 2008 3:01 am Post subject: About Woodmouse's Modules
Okay, Woodmouse, here are a few tips on how to improve your modules:
-Whitebeard's Avenge-ing should not be a Starter. It should be a sidequest available only to G'nomes.
-Samuai Starter: Katanas pack too much knock-back. Really. _________________ http://www.freewebs.com/maxaxle88/
Inventor class last updated: June 27, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
He made it a starter. _________________ Current Project
Egoboo: something [working title]
Preview
Story: 15%
Chapters planned: 2 out of many(it's huge)
Currently working on storyboards.
Motivation: 2% (it's huge)
Hmm... It plays more like one since you cannot choose your own G'nome earned from the G'nome Starter itself. _________________ Current Project
Egoboo: something [working title]
Preview
Story: 15%
Chapters planned: 2 out of many(it's huge)
Currently working on storyboards.
Motivation: 2% (it's huge)
Well you can make it non-starter for starters.
Don't worry about only G'nomes yet. _________________ ...i c whut u did thar...
♪♪"Cold, tough, and enough"♪♪
I think the only to make the module valid for one type of character is to use the quest system. This system stores certain info with each character. The module unlock system stores info in the menu.txt file of each module, so you can't use it to lock out all characters from a certain module...
The quest system is a lot more flexible. Here is a way that MIGHT work...
change the gnome.mod/objects/bosslump.obj/script.txt to
Code:
.... a lot of boring stuff ...
//------------------------------------------------------------------------------
// ZZ> Handle death by sending a message and telling allies to run away
IfKilled
// Drop goodies
tmpargument = 65535
DropMoney
DropKeys
// Make the character body
tmpargument = 45
SetBumpHeight
// Send the message
tmpx = selfmorale
tmpy = 0
IfXIsEqualToY
// The player won...
tmpargument = [BEAT]
AddIDSZ
EnableExport
BeatModule
tempargument = [GNOM]
AddQuest
... even more boring stuff ...
This will tag the character's quest file with the [GNOM] "quest". Then, in the file *.mod/objects/moduletool.obj/script.txt you would want to add in a line that checks to make sure the character had the [GNOM] quest. If not, the module would just end and kick the character out to the load screen.
You could add a message in the messages.txt file for that module explaining the reason...
That is because you do not use the latest build from the trunk.
Anyways, I made it so that modules that need a specific IDSZ and do not find it in any of the selected player's Quest.txt or in a specified module idsz, it will simply stay hidden, like any other unlockable module. _________________ http://egoboo.sourceforge.net
"The pen is mightier than the sword- IF it is sharpened, dipped in poison and thrown really really hard at your target. But seriously, you are better off with a sword."
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