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Petition, allow quest.txt to write messages and play sounds. #821
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Hello again, sorry to keep using the issues as a forum but i need some pointers again. I want to make a few quest of kill this kind of enemy that drops meat and bring me 30 of it. How do i get around to it? i looked at Krolan´s emerald quest, but its not a good example since its handled as required/set_status. How do i manage the game to check i have X meat(or something else) in my possesion when talking with the quest giver and only complete the quest if i have the required amount. And how to make "remove_item=" take more than 1 item; remove_item=1:5 should take 5 potions but only takes one. |
Internally, the engine clears and re-evaluates the quest log every time there is a campaign status update. So without storing some extra state, adding message/sfx there would cause them to trigger every time this happens. It just made more sense to delegate this type of behavior to Events. What you could do if you want a common message + sound cue for quests is create a script like so:
The "item:quantity" syntax isn't universal (I think it only works for NPC stock). But there's no reason it shouldn't be adapted for
Not ideal, because it's inconsistent. But backwards compatibility would be maintained. |
So i guess "fetch X objects" quest are out. Ill change it to kill one strong individual then. |
Yet another question, it seems all attacks have a hardcoded visual cooldown when used, can it be changed? i want to give heavy weapons a longer cooldown while attacking (power.txt ->cooldown=800ms) but i can see that with this two cooldown bars start working, the first a very short one cooldown (i suspect harcoded), and then the cooldown bar for my assigned time (it starts taking into account the correct passed time, so its over half always). I tried going into stats.txt "cooldown" but it doesnt affect it either, so i checked all other mods and saw that none of them address the problem and just stick to super fast attacks, "Shield" power is the only exception in which you can see what i mean. one more, whats the proper sintax for replace power? The idea is that all weapons have a power i assigned by weigth(different weigths have different cooldown), 600->ligth weapons, 601->medium, 602-> heavy. So when a heavy weapon is equiped it will overwrite the power of the others so you cant use it as fast as a dagger. |
The first "cooldown" that you see is based on the character's attack animation. So in the case of fantasycore, this is 400ms for the swing animation (see While you could make a separate animation for slower weapons, it would be much easier to add That the correct syntax for |
I cant seen to make anything work, i migth be doing everything wrong.
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Sorry, I should have clarified this: Both
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Thanks, such simple detail was giving me quite the headache. Now i properly set up this, just a few trivial things came out. |
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Sent you a mail, its from my hotmail account. |
I've fixed the attack speed problem: flareteam/flare-engine@d1a5e85 I think I see your problem with replace_power. Here's roughly what you should do:
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Thanks for coming to the rescue each time, its finally working well now; so, is there a way i can get the newest version of the engine without building it? i can wait for it no problem but it would be nice to know either way. |
Here's a fresh Windows build: https://drive.google.com/open?id=1IGHd3QgRhRA-jjq-Pv4GjGZlKR1lNix3 |
Hello again, i loved some of the new little details like the minimap colour upgrade, thanks for the up-to-date build. Sorry for taking so long to answer but its just i wont post without need to avoid bloating the section. Now, if you dont mind i have a couple of questions about graphics:
Characters: i havent started to make new ones out of fear; i know i can reuse the blender-skeleton and export as-if using the generic animation .txt. But i want to create more non bipedal enemies, so far i saw 2 methods, declaring by hand everything which i would prefer to avoid like the plague: Or using this other, |
IconsYou are correct. The engine counts the icons from left-to-right, top-to-bottom in the available icon images. By default, the engine will just look for
FYI, the icon size is set in
AnimationsThe second style is for non-packed animations, and is likely what you want to use to get started. Refer to the Animation Definitions wiki page for a better explanation. |
Thanks Dorkster, by the way how is you new mod doing? It was a continuation to Empyrean, i think? I remembered something, do you mind if i use some of your magical item declarations? it would save me lots of time to populate the list. |
I haven't really been working on it lately. Usually whenever I touch Flare, I end up doing engine stuff.
Go right ahead. |
Hi again, is this the correct sintax? the potion is supposed to clean all debuffs but nothing happens (tried to clean bleeding with no success): What does that 15 value mean? |
If you want, you can create a custom immunity effect called
A list of valid effect types can be found here: https://github.com/flareteam/flare-engine/wiki/Attribute-Reference#effectmanager |
Hello, i have another question, how do i control the dead of a boss class enemy? I know i can create an "on_clear" event , but thats for small maps with not many enemies; what about boss mixed into big maps? |
In the enemy definition, use |
Thanks for your express answer :) |
Hello, i came agaisnt something strange, today i fully finished a wolf model. But something strange happens when it dies, after the animation fully plays ( =play once; it also does the same with the other animations) the wolf model moves a bit upwards/sideways like searching for an invisible center. Im sure its not the animation or blender fault (i have applied all modifiers and reseted its center). Any ideas? i was able to see the stocks models veryyyy rarely do it as well. |
That is actually intentional. Stationary objects would appear to "jitter" when the camera moved due to how their floating point positions got mapped to the screen. To fix it, we move these objects to "friendly" positions that map consistently to pixel coordinates. Here's the function from
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Guess ill just ignore it then, the effect is a bit strange since im adding blood pools to enemies and it "jumps" a bit. |
Wolf enemy pack, in case you want to include it in sources: |
Hi again dorkster, i got a big doubt, how does the loot rng selection system work? I use loot lists, but i tried to add duplicates calls to it at an enemy txt in the hopes of creating a "spring of loot" from a boss I tried this, but it didnt work at all, sometimes drop some gold and potions, its like its ignoring the other items (is there a max for loot lists calls on enemy.txt?): After this i experimented with the loot list itself (loot/level_2-4.txt )and tried this:
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You can define the min/max number of loot drops for an enemy by using the
The |
I also found this : |
I have prepared a nice sound for when a quest is added or updated. But i cant neither inform the player with a text message (msg=Quest updated) or directly play the sound (soundfx=soundfx\writing.ogg) from quest.txt. I can do it from the npc.txt but i think the rigth place should be into quests.
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