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Maxaxle Elite Gamer


Joined: 06 Oct 2007 Age: 15 Posts: 2717 Location: San Diego
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Posted: Tue Apr 29, 2008 3:01 am Post subject: About Woodmouse's Modules |
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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: July 9, 2008
Download: https://sourceforge.net/projects/maxaxlesegoboos
FREE PIZZA TOMORROW |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Tue Apr 29, 2008 3:02 am Post subject: |
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It IS a sidequest.
I thought....
Oh, and the Samurai needs wwwaaaayy more work before we start doing a starter on any serious level, in my opinion.
For starters, it could use a unique model.
(traditional helmet with cool horns, or just a topknot) _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy}
Last edited by PurpleSquerkle on Tue Apr 29, 2008 3:04 am; edited 1 time in total |
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hiroy The Dark One


Joined: 30 Sep 2007 Posts: 703
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Posted: Tue Apr 29, 2008 3:03 am Post subject: |
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He made it a starter. _________________ Current Project
Egoboo: something [working title]
Preview
Story: Shredded
Chapters planned: None
Scapped
Motivation: 0% |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Tue Apr 29, 2008 3:05 am Post subject: |
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Ehh?
For what?
Are you sure it wasn't accidental? _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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hiroy The Dark One


Joined: 30 Sep 2007 Posts: 703
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Posted: Tue Apr 29, 2008 3:14 am Post subject: |
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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: Shredded
Chapters planned: None
Scapped
Motivation: 0% |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Tue Apr 29, 2008 5:34 am Post subject: |
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I don't know how to make it avaible only for G'nomes and is not starter...  _________________
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Agent of Dread lolwut?? (Moderator)


Joined: 23 Sep 2007 Age: 11 Posts: 4347 Location: FACEPLANT
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Posted: Tue Apr 29, 2008 7:46 am Post subject: |
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Well you can make it non-starter for starters.
Don't worry about only G'nomes yet. _________________ FACEPLANT |
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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 862 Location: Minnesota
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Posted: Tue Apr 29, 2008 8:22 am Post subject: |
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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
// Tell friends to run away
tmpx = targetx > 7
tmpy = targety > 7
tmpargument = tmpx < 8 + tmpy
IssueOrder
// Send the message
tmpx = selfmorale
tmpy = 0
IfXIsEqualToY
// The player won...
tmpargument = [BEAT]
AddIDSZ
EnableExport
BeatModule
tempargument = [GNOM]
AddQuest
... even more boring stuff ...
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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... |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Tue Apr 29, 2008 11:29 am Post subject: |
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It won't work... It just says script error... _________________
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Zefz Lead Designer


Joined: 16 Sep 2007 Posts: 2301 Location: Norway
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Posted: Tue Apr 29, 2008 2:24 pm Post subject: |
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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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bgbirdsey Developer

Joined: 25 Sep 2007 Posts: 862 Location: Minnesota
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Posted: Tue Apr 29, 2008 7:16 pm Post subject: |
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Ahhh. I am being too complicated again!
Edit: darn those keys! why can't I just hook my mind to the computer???
Last edited by bgbirdsey on Tue Apr 29, 2008 9:01 pm; edited 1 time in total |
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PurpleSquerkle Supreme Cookiemancer


Joined: 28 Oct 2007 Age: 17 Posts: 4356 Location: Midwestern US
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Posted: Tue Apr 29, 2008 7:18 pm Post subject: |
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Really? What's it like there?  _________________
+ PurpleSquerkle
--My website--
Latest update= 7/15/08; Three new midi loops.
{new Squerkle coming as soon as I stop being lazy} |
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woodmouse Skinner


Joined: 19 Apr 2008 Age: 14 Posts: 3061 Location: Finland
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Posted: Sun May 11, 2008 7:25 pm Post subject: |
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I think that I make a secret module for Catacombs. What should it be like? _________________
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