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Scenario Design and Discussion
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Topic Subject: RPG trick – multiple potions
posted 08-02-01 09:23 PM CT (US)   
Well, thanks to the wonderful finding of the "-" *negative* sign, quick healing is now possible, but have anyone thought of how to heal with more than one potion?

my idea:

ok let's say the player starts with 1 potions, and he goes to a store...

trigger 1
on, not looping
condition: object selected: potion shop
effect1: change ownership: 2 to 1: object: potion shop
effect2: change ownership: 1 to 2: object: potion shop* these two effects are to unselect the potion shop*
effect3: display instruction:0: Shop master: Thee look exausted, friend! Perhaps you should buy a few recover potions here!
effect4: display instruction:2: To buy a potion, click on the shop master. To leave, click on the potion shop.
effect5: activate trigger 2
effect6: activate trigger 3

Trigger 2
off, not looping
condition: object selected: potion shop
effect1: change ownership: 2 to 1: object: potion shop
effect2: change ownership: 1 to 2: object: potion shop*same thing, to unselect the potion shop*
effect3: display instruction:0: Shop Master: Come back next time!

Now for buying the potion...
Trigger 3
off, not looping
condition: object selected: shop master
effect1: display instruction:0: Shop Master: please follow me into the shop
effect: change ownership: hero: 1 to 2
effect: activate trigger 4

Trigger 4
Off, not looping
Condition: timer: 10
here’s a tricky part, I don’t have time to post a picture of the inner shop, but here’s the general idea:
_[1]_[2]_[3]_[4]_
_____________S
______H_______
The [1],[2],[3],[4] are the potions, and you can use anything to replace it *the following I will use relics as potions. The S is the shop master. The H is the Hero.
Effect1: display instruction: 0: shop master: Click on the potions * relic * to buy them.
Effect: activate trigger 5
Effect: activate trigger 7
Effect: activate trigger 9
Effect: activate trigger 11

Trigger 5
Off, not looping
Condition: object selected: relic [1]
Effect: display message: do you want to buy this potion? It will cost you 10 gold pieces. Click on the Shop master to buy the potion.
Effect: activate trigger 6

Trigger 6
Off, not looping
Condition: object selected: Shop master
Effect: That will cost you 10 gold pieces, thank you for buying the potion.
Effect: activate trigger 13
Effect: activate trigger 14

[note]Trigger 7,8 ; 9,10 ; 11,12 are all the same as trigger 5,6

Now here’s the part where it gets complicated

This is the hero’s potion bag, and he is allowed to only have 5 potions around him at a time, right now he already had a potion, and a few minutes ago he bought another potion…

Here’s the idea of the potion bag:

_[1]_[2]_[3]_[4]_[5]_
_ F ______________

The [1] and etc, are empty potions. The F is a flag. If the potion have a flag underneath it, that means the potion is full

Trigger 13
Off, not looping
Now, my idea is to have a “check” before you put the flag, so if it detects a flag *object in area *, it will automatically go onto the next potion, and then on and on and on
condition: object in area: flag
effect: activate trigger 15

Trigger 14
Off, not looping
Effect: create object: flag: underneath potion 1
Now this, without a condition, will put a flag down, even if there is already a flag

… I’m in a run, I will continue with this later


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[This message has been edited by The_Conqueror (edited 08-02-2001 @ 09:43 PM).]

Replies:
posted 09-29-01 08:42 PM CT (US)     1 / 1  
Hey, The Conqueror,

It's me, Omega. Your triggers are really good. Remember to finish this post up! By the way, can you teach me how to use triggers more effectively?

Omega

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