Well I see often topics with question about trigger tricks. And not only from newbies but from people who staying at aokh a while now. So I decided to make a Trigger trick guide with the newest tricks.
If you want to add some other tricks please make a reaction below if you have any question about the tricks do the same.
Trigger 0 * Instead of damaging the object with a normal number (example: 10) you use the - for the damage numbers. Getting the - in the damage screen have to be done bye typing the - in a display instructions screen then select it with the mouse. Right click-> Trigger 0: In the first trigger option your "hero" can have this kind of HP 90/80. In the second trigger trick the maximum hp is always there so always it will be 80/80 or 150/150 the 2 numbers will always be equal to eachother. This trick is a combination of an AI and Triggers. It works very well and is usefull in RPG games. AI script. Make a txt file and place this in the txt file then save it as and .per file. Then make another txt file and give it the same name as the .per (like sound.per = sound.ai) and rename it as .ai then place it in the AI map that is located in the aok root * = The player that sends the taunt in this case player 1 Important: Make an civ that is called the dummy civ. Give it the song AI but make sure they don't get villagers. Trigger 0: for each new taunt you have to make a new trigger Using wallets in your RPG can make it more realistic. In the example the max amount of gold in the wallet is 200. And is carried by you (player 1) Trigger 0: Trigger 1: In a rpg you can make a side quest by getting a bigger wallet so you can buy new things. Making a Item list is always a nice thing to do in an RPG. Trigger 0: Trigger 1: Trigger 2: etc etc etc... Go on as long as you want. Keep lowering the String. Now if the game will start you will see this list in the scn objectieves: Objectives Items Weapons & Shields Everythime you want to add a new wappon you have to make sure you type in the Objectieve string a number under the < Lower the attack of units Trigger 0: The attack will be reduced by 10. You can use a nice spell with that. Using Teleport can be done in many ways a simple way but also a complex way like the Teleport spell (teleport + taunt based system) Simple teleport with set teleport area's. Like between 4 flags or torches. Trigger 0: AI Script ; Teleport to village ; Teleport to Forest Player 2 is the Taunt AI player Trigger 0: Trigger 1: Trigger 2: Make sure that you only can access those places with teleport. So the teleport unit can not be removed from that area. You will have different places to look and play for an extra demension in the game. AI Trigger 0: Trigger 1: Trigger 2: Trigger 3: Trigger 4: Trigger 5: Trigger 0: Trigger 1: Trigger 2: Trigger 3: Trigger 4: Trigger 5: Trigger 6: Trigger 7: Well that was it. It is fun if you want to make a GTA / aok game. you can use the telephone and police etc etc. Choose what you want to do being the police or mob your choise! Telepatic trick is the same as the above tricks only instead of really "calling" you can talk to people for advice of something. So not a phonecall with a machine but with your mind. -this is the food "eater" Trigger 1~ LOOPING, ON. -the player designated in the above trigger must correspond with the player designated in the next trigger. (The player killed/ created & tasked) Trigger 2~ LOOPING, ON. -this trigger sends people repeatedly from point "A" to point "C", but as long as player one has food, they'll die at point "B". The next trigger deals with what happens when player one has zero food... Trigger 3~ ON. -this trigger, starting on, is waiting for the moment you run out of food, and those dudes are able to cross point "B" to point "C". Then, when you're out of food, you activate the next trigger... Trigger 4~ OFF. Allright, I've devised a new spell system to put in my scenario. I would be thankfull if you tell me whether you like this system or just clicking on pavillions better so I can get a fairly broad idea of what people want. The idea is that spell one costs 100 mana, spell two costs 150 mana, and spell three costs 200 mana. More spells can, of course, be added. Although I use game speed slow and ten seconds to activate, you need to modify your times to fit the situation. Fill in Display Instructions "Spell One" "Spell Two" "Spell Three" with the actual spells. Tribute P1-P2 Condition00: Object Selected: Hunting Wolf Condition00: Timer:10 Effect00: Tribute: Player 3 to Player 8 /99 stone. Condition00: Acumulate Attribute. Player 3 /101 stone. Condition00: Acumulate Attribute. Player 3 /51 stone. Condition00: Acumulate Attribute. Player 3 /1 stone. Effect00: Deactivate Trigger: Spell One Trigger 0 "go fishing one~ ON. Condition: Object selected/ bring object to object. Trigger 1 "go fishing" ** It is important that the object __Y__ NOT be the object that you're "talking to, otherwise you'll have a quick loop, and as soon as you say no, he'll ask you instantly again... Trigger 3 "if player returns" Trigger 4 "still say no" Trigger 0: * = If you want to keep the sign readable the whole game then set the loop on YES if not set it on NO. This is a really crazy trick founded out by Phillip. I don't know or he published it but I didn't find it. So I started trying at my own and found out how he did it. Do it like this in 1 trigger and you will have a walking unit with 0 hp Trigger 0: Trigger 0: You fill in the number behind the effect in the damage & HP blok. So you will place Well as you all know the TIME was a essent thing in this campaign. (only for people that know about the old post I made) Starting state: on Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off As you maybe where wondering why I activate 2 triggers at the same time. The second effect is made for the Time based events. I will fall back on the time system (above) for most of the coming effects. Well if you didn't get desprate yet then we can continue with the time based event triggers. Don;t worry there are even more triggers here so take a relax pil and continue. And I see I forgot the trigger 24 but just read over that. Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Starting state: off Conslusion is that the time jumps to 10 pm and all the things that should happen in the mean while will not happen. all the things are that should happen change and the night effects will appear. The same thing you can do with from night to day just turn the triggers the otherway around. This is simply a matter of deactivation and activation. Make sure that if the person enters a no time zone you have triggers running that are made for each hour. Because I am pretty lazy somethimes I made the no time zones locked and only able to access it in 3 hours that means only 3 triggers. In the example I am only using 1 hour for him able to activate. Timebased system: Starting state: off Stop time: Starting state: off Starting state: off Starting state: off Starting state: off Starting State: off Starting State: off Starting State: off This way the time looks like it stopped. It goes further when you go out of the time zone again. Make sure if you want to keep it simple you close the timezone at normal times and only open it for 1 to 3 hours (best). ; Song of Time ; Sun Song ;Trade card ;Yes ;No Werewolf Trigger Effect=Remove Object= wolf* Trigger 2 *=player 1- this needs to be player one or else u cant move him to the area where he changes Update: 24-12-02 [This message has been edited by The Editorbuilder (edited 12-24-2002 @ 05:50 AM).]
Heal trick (with out monk)
Heal trick advanced (with out monk)
Taunt based system
Wallet Trick
Item list
Attack lowering
Teleport "spell"(big)
Telephone/Telepatic
Food Trick
Spell System
Keep talking
Signs
Walking around with 0 HP added by The Editorbuilder
Time System added by The Editorbuilder
Time Based Events added by The Editorbuilder
Time Effects added by The Editorbuilder
Starting: no
Loop: no
Condition 0: Timer?
Effect 0: Damage object -10*
Starting: off
Loop: off
Condition 0: Timer?
effect 0: Damage object (full amout of hp the "hero" has so if the hero has 300 HP you damage the hero with 300)
Effect 1: Damage object. (Instead of just typing 300 type -300 the character will gain health again).
(taunt-detected 1* 100**)
=>
(acknowledge-taunt 1*** 100)
(cc-add-resource gold 50****)
)
** = The taunt number (the number you have to type in the chat box)
*** = The player it has to confirm it. (same as above)
**** = The Amount of gold, food, wood, stone. Rename the gold and reset the amount to your liking.
Loop = yes
Starting state: on/off
Condition 0: Accumulate resource : The Ai player : The resource : The amount
- (not needed)Condition 1: What ever you want example = object in area
Effect 0: Tribute The amount, from AI player to gaia
Effect 1: What is have to happen after you have given the taunt.
Loop: yes
Condition 0: Accumulate resource : 201 gold
Effect 0: Tribute: player 1 to gaia - amount: 1 gold
Effect 1: Activate trigger 1
Loop: no
Starting state: off
Condition 0: Timer 15
Effect 0: Display instructions/chat message = Your wallet is full
Displayer Objectieve = Yes
Objectieve message = Objectieves
Objectieve String = 100
Starting state: on
Loop: off
Condition 0: Something that is impossible to do in the game
Displayer Objectieve = Yes
Objectieve message = Items
Objectieve String = 85
Starting state: on
Loop: off
Condition 0: Something that is impossible to do in the game
Displayer Objectieve = Yes
Objectieve message = Weapons & shields
Objectieve String = 40
Starting state: on
Loop: off
Condition 0: Something that is impossible to do in the game
Effect 0: Change Attack: -10
Note: To get the - in the number box type it in a Display Instruction box then select it and right mouse click>
Condition 0: Object in area/Own objects in area
Effect 0: ChangeOwnership Player ? to Player 1
Effect 1: ChangeOwnership Player 1 to Player ? (this is the unit that is in the area)
Effect 2: Display Instruction - You used the teleport
; Teleport to city
(defrule
(taunt-detected 1 100)
=>
(acknowledge-taunt 1 100)
(cc-add-resource gold 50)
)
(defrule
(taunt-detected 1 101)
=>
(acknowledge-taunt 1 101)
(cc-add-resource food 50)
)
(defrule
(taunt-detected 1 102)
=>
(acknowledge-taunt 1 102)
(cc-add-resource stone 50)
)
Condition 0: Accumulate resource: gold 50
Effect 0: Tribute: gold 50 player 2 to gaia
Effect 1: Change ownership player ? to player 1
Effect 2: Change ownership player 1 to player ?
Effect 3: Display Instruction: You just teleported to the city
Condition 0: Accumulate resource: Food 50
Effect 0: Tribute: gold 50 player 2 to gaia
Effect 1: Change ownership player ? to player 1
Effect 2: Change ownership player 1 to player ?
Effect 3: Display Instruction: You just teleported to the Village
Condition 0: Accumulate resource: Stone 50
Effect 0: Tribute: gold 50 player 2 to gaia
Effect 1: Change ownership player ? to player 1
Effect 2: Change ownership player 1 to player ?
Effect 3: Display Instruction: You just teleported to the Forest
Telephone is just a Taunt based trick. Only it is kinda fun for campaign's that is not in the medieval (telephone) or use it as an Telepatic way of talking (oeeeh scary).
;This AI script is made by The Editorbuilder
;Above every defrule you will find descreption
;
;Police
(defrule
(taunt-detected 1 112)
=>
(acknowledge-taunt 1 112)
(cc-add-resource stone 50)
)
;Bank
(defrule
(taunt-detected 1 150)
=>
(acknowledge-taunt 1 150)
(cc-add-resource gold 100)
)
;Maffia
(defrule
(taunt-detected 1 211)
=>
(acknowledge-taunt 1 211)
(cc-add-resource food 100)
)
;Policeman
(defrule
(taunt-detected 1 113)
=>
(acknowledge-taunt 1 113)
(cc-add-resource stone 45)
)
;Policechef
(defrule
(taunt-detected 1 114)
=>
(acknowledge-taunt 1 114)
(cc-add-resource stone 40)
)
;Swat team
(defrule
(taunt-detected 1 115)
=>
(acknowledge-taunt 1 115)
(cc-add-resource stone 35)
)
;Borrow money
(defrule
(taunt-detected 1 151)
=>
(acknowledge-taunt 1 151)
(cc-add-resource gold 95)
)
;Repay money
(defrule
(taunt-detected 1 152)
=>
(acknowledge-taunt 1 152)
(cc-add-resource gold 90)
)
;Assasin
(defrule
(taunt-detected 1 212)
=>
(acknowledge-taunt 1 212)
(cc-add-resource food 90)
)
;Butcher
(defrule
(taunt-detected 1 213)
=>
(acknowledge-taunt 1 213)
(cc-add-resource food 90)
)
;Godfather
(defrule
(taunt-detected 1 214)
=>
(acknowledge-taunt 1 214)
(cc-add-resource food 50)
)
Loop=yes
Starting state= on/off
Condition 0: Accumulate resource: gold 100
Effect 0: Tribute: gold 100 player ? to gaia
Effect 1: Called the bank
Effect 2: Activate trigger 1
Loop=no
Starting state= off
Condition 0: Timer : 8
Effect 0
Effect 1: Activate trigger 2
Effect 2: Activate trigger 3
Loop=no
Starting state= off
Condition 0: Accumulate resource: gold 95
Effect 0: Tribute: gold 95 player ? to gaia
Effect 1: Display Instructions : You want to borrow money ey. Alright I will give you 500 gold more you can't get you are to poor it will cost you 550 to repay.
Effect 2: Deactivate Trigger 3
Effect 3: Activate Trigger 4
Loop=no
Starting state= off
Condition 0: Accumulate resource: gold 90
Effect 0: Tribute: gold 90 player ? to gaia
Effect 1: Display Instructions : Why you want to repay if you never had loan any money?
Loop=yes
Starting state= off
Condition 0: Accumulate resource: gold 90
Condition 1: Accumulate 550 gold
Effect 0: Tribute: gold 90 player ? to gaia
Effect 1: Display Instructions : Thank you for the money
Effect 2: Activate Trigger 3
Effect 3: Activate Trigger 5
Loop=no
Starting state= off
Effect 0: Deactivate trigger 4
Loop=yes
Starting state = on/off
Condition 0: Accumulate resource: stone 50
Effect 0: Tribute: stone 50 player ? to gaia
Effect 1: Called the police
Effect 2: Activate trigger 1
Loop=no
Starting state = off
Condition 0: Timer : 8
Effect 0
Effect 1: Activate trigger 2
Effect 2: Activate trigger 3
Effect 3: Activate trigger 4
Loop=no
Starting state= off
Condition 0: Accumulate resource: stone 45
Effect 0: Tribute: stone 45 player ? to gaia
Effect 1: Display Instructions : You want a policeman? alright then if you have enough money to pay him then he is on his way.
Effect 3: Activate Trigger 3
Loop=no
Starting state= off
Condition 0: Accumulate resources player 1 needs *** gold
Effect 0: Display Instructions: There he is
Effect 1: Create object : what you want to be a policeman in the area of the telephones.
Loop=no
Starting state= off
Condition 0: Accumulate resource: stone 40
Effect 0: Tribute: stone 40 player ? to gaia
Effect 1: Display Instructions : You want a policechef? alright then if you have enough money to pay him then he is on his way.
Effect 3: Activate Trigger 5
Loop=no
Starting state= off
Condition 0: Accumulate resources player 1 needs *** gold
Effect 0: Display Instructions: There he is
Effect 1: Create object : what you want to be a policechef in the area of the telephones.
Loop=no
Starting state= off
Condition 0: Accumulate resource: stone 35
Effect 0: Tribute: stone 35 player ? to gaia
Effect 1: Display Instructions : You want a swat team? alright then if you have enough money to pay him then he is on his way.
Effect 3: Activate Trigger 7
Loop=no
Starting state= off
Condition 0: Accumulate resources player 1 needs *** gold
Effect 0: Display Instructions: There he is
Effect 1: Create object : what you want to be a swat team in the area of the telephones.
Trigger 0~ LOOPING, ON.
Condition: timer; small ammount
Effect 0: tribute small ammount of food to gaia
Effect 1: (optional) display instructions: you ate X ammount of food.
Condition: Accumulate attribute; ONE food (player one)
Effect: kill object; in area "B"
Condition: timer; one/two seconds
Effetc: create object; (anything, not player one)
Effect: task object; from creation tile, straight over point "B" to point "C"
Condition: object in area "C"; (the object created in trigger 2 and usually killed in trigger 1)
Effect: Activate trigger 4.
Effect: Display instructions: "we're out of food"
Condition: timer; as much time you think the player wants to have, before he starves or whatever you want to do with him. Some people like to give a little "grace period" where the player might be able to acquire some more food, to save the day or whatever you want. What matters is that the effect is basically starvation...
Effect: Display instructions: You starved to death!
Effect: Declare victory; enemy.
- This trick is subject to varyation depending on the designer's desire. You might be eating three meals a day, or slowly munching all the time. Other things vary, too.
If you fail to understand this, I have it in scenario format as well.
Display as Objective: No
Trigger Starting State: On
Trigger Looping Yes
Condition01: Timer: 1
Effect00: Tribute: Player 1 to Player 2. 50 stone.
Effect01: Activate Trigger: Tribute P2 - P3
Effect02: Deactivate Trigger: Reset
Tribute P2 - P3
Display as Objective: No
Trigger Starting State: Off
Trigger Looping No
Effect00: Tribute: Player 2 to Player 3. 1000 stone
Effect01: Activate Trigger: Tribute 99
Tribute 99
Display as Objective: No
Trigger Starting State: Off
Trigger Looping No
Effect01: Activate Trigger: Spell 3
Effect01: Activate Trigger: Spell 2
Effect01: Activate Trigger: Spell 1
Spell Three
Display as Objective: No
Trigger Starting State: Off
Trigger Looping No
Effect00: Display Instructions: Spell Three
Effect01: Tribute: Player 3 to Player 8. 1000 stone.
Effect02: Activate Trigger: Reset
Spell Two
Display as Objective: No
Trigger Starting State: Off
Trigger Looping No
Effect00: Display Instructions: Spell Two
Effect01: Tribute: Player 3 to Player 8. 1000 stone.
Effect02: Activate Trigger: Reset
Spell One
Display as Objective: No
Trigger Starting State: Off
Trigger Looping No
Effect00: Display Instructions: Spell One
Effect01: Tribute: Player 3 to Player 8. 1000 stone.
Effect02: Activate Trigger: Reset
Reset
Display as Objective: No
Trigger Starting State: Off
Trigger Looping Yes
Effect01: Deactivate Trigger: Spell Two
Effect02: Deactivate Trigger: Spell Three
Effect03: Activate Trigger: Tribute Player 1 to Player 2
Here's a simple thing where you can return to someone you already talked to, but this time change your mind and choose the other option...
Effect: Display: "Hey, what's up? Wanna go fishing?
Effect: Display: -select the __X__ to go fishing.
Effect: Display: -select the __Y__ to not go fishing.
Effect: Activate trigger "go fishing"
Effect" Activate trigger "don't go"
Condition: Object selected- __X__
Effect: DEACTIVATE trigger 2 "don't go fishing"
Effect: DEACTIVATE trigger 4 "still say no"
Effect: Display: okay, let's go! follow me... (end of sequence)
Trigger 2 "don't go fishing"
Condition: Object selected- __Y__
Effect: DEACTIVATE trigger "go fishing"
Effect: Display: sorry, I don't want to go fishing... (NOT end of sequence)
Effect: Activate trigger "if player returns"
Effect: DEACTIVATE trigger 0 "go fishing one"
Condition: Object selected/ bring object to object
Effect: Display: are you sure you don't want to go fishing?
Effect: Display: -select __X__ to change your mind and go fishing.
Effect: Display: -select __Y__ if you still don't want to go fishing.
Effect: Activate trigger 1 "go fishing"
Effect: Activate trigger 4 "still say no"
Condition: Object selected __Y__
Effect: Display: no I'm sure I don't want to go fishing.
Effect: DEACTIVATE trigger 1 "go fishing"
Effect: Activate trigger: 3 "if player returns"
As always, use your common sense and space multiple display instructions across your 0-1-2 slots. And with this one, you can use the "read at your own pace" thing, if you thrown in the propper "clear instructions" if they are needed; they tend to catch you if you have one trigger with the 0, 1, and 2 slots full, and then you go to a trig with only the 0 and 1 slots full... You have the 2 slot full untill it's filled again.
Using signs to make more effect in your RPG games. By clicking on a sign your character "reads" the sign. This is already a old trick but is a good addon to your scenario.
Starting state: on/off
Looping: yes/no (*)
Condition 0: Object selected (**)
Condition 1: Timer (***)
Effect 0: Display Instructions (****)
** = Select the sign that should carry the message on it when the character "reads" it
*** = When you loop the trigger you should add a timer so it doesn't keep giving the sound of new message
**** = Place here your message that you want to have on the sign.
Starting state: on/off
Looping: off
Effect0: Change object HP (- his HP)
Effect1: Damage object (-his HP)
Effect2: Change object HP (his normal HP)
Effect3: Damage object (his normal HP)
As example we take a Champion this unit has 70 HP
Looping: off
Effect0: Change object HP -70
Effect1: Damage object -70
Effect2: Change object HP 70
Effect3: Damage object 70
And what will happen?
This will happen:
And the unit is still able to walk around the map
I know there was a time system made before and I checked it but it was SO buggy that it just stopped at a couple times. Well it stoped on my computer. So I remade it and you here go.
Loop: no
Trigger 0: 12 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 12 am (midday)
Effect 1: Activate trigger 1
Effect 2: Activate Trigger 25
Loop: no
Trigger 1: 1 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 1 pm
Effect 1: Activate trigger 2
Effect 2: Activate Trigger 26
Starting state: off
Loop: no
Trigger 2: 2 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 2 pm
Effect 1: Activate trigger 3
Effect 2: Activate Trigger 27
Starting state: off
Loop: no
Trigger 3: 3 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 3 pm
Effect 1: Activate trigger 4
Effect 2: Activate Trigger 28
Loop: no
Trigger 4: 4 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 4 pm
Effect 1: Activate trigger 5
Effect 2: Activate Trigger 29
Loop: no
Trigger 5: 5 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 5 pm
Effect 1: Activate trigger 6
Effect 2: Activate Trigger 30
Loop: no
Trigger 6: 6 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 6 pm
Effect 1: Activate trigger 7
Effect 2: Activate Trigger 31
Loop: no
Trigger 7: 7 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 7 pm
Effect 1: Activate trigger 8
Effect 2: Activate Trigger 32
Loop: no
Trigger 8: 8 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 8 pm
Effect 1: Activate trigger 9
Effect 2: Activate Trigger 33
Loop: no
Trigger 9: 9 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 9 pm
Effect 1: Activate trigger 10
Effect 2: Activate Trigger 34
Loop: no
Trigger 10: 10 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 10 pm
Effect 1: Activate trigger 11
Effect 2: Activate Trigger 35
Loop: no
Trigger 11: 11 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 11 pm
Effect 1: Activate trigger 12
Effect 2: Activate Trigger 36
Loop: no
Trigger 12: 12 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 12 pm (midnight)
Effect 1: Activate trigger 13
Effect 2: Activate Trigger 37
Loop: no
Trigger 13: 1 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 1 am
Effect 1: Activate trigger 14
Effect 2: Activate Trigger 38
Loop: no
Trigger 14: 2 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 2 am
Effect 1: Activate trigger 15
Effect 2: Activate Trigger 39
Loop: no
Trigger 15: 3 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 3 am
Effect 1: Activate trigger 16
Effect 2: Activate Trigger 40
Loop: no
Trigger 16: 4 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 4 am
Effect 1: Activate trigger 17
Effect 2: Activate Trigger 41
Loop: no
Trigger 17: 5 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 5 am
Effect 1: Activate trigger 18
Effect 2: Activate Trigger 42
Loop: no
Trigger 18: 6 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 6 am
Effect 1: Activate trigger 19
Effect 2: Activate Trigger 43
Loop: no
Trigger 19: 7 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 7 am
Effect 1: Activate trigger 20
Effect 2: Activate Trigger 44
Loop: no
Trigger 20: 8 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 8 am
Effect 1: Activate trigger 21
Effect 2: Activate Trigger 45
Loop: no
Trigger 21: 9 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 9 am
Effect 1: Activate trigger 22
Effect 2: Activate Trigger 46
Loop: no
Trigger 22: 10 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 10 am
Effect 1: Activate trigger 23
Effect 2: Activate Trigger 47
Loop: no
Trigger 23: 11 am
Condition 0: Timer - X
Effect 0: Send Chat - It is 11 am
Effect 1: Activate trigger 0
Effect 2: Activate Trigger 48
Starting state: off
Loop: no
Trigger 25: Activation 12 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 26: Activation 1 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 27: Activation 2 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 28: Activation 3 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 29: Activation 4 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 30: Activation 5 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 31: Activation 6 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 32: Activation 7 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 33: Activation 8 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 34: Activation 9 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 35: Activation 10 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 36: Activation 11 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 37: Activation 12 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Effect 3: Activate Trigger 49 (example trigger)
Effect 4: Deactivate Trigger 50
Loop: no
Trigger 38: Activation 1 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 39: Activation 2 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 40: Activation 3 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 41: Activation 4 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 42: Activation 5 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 43: Activation 6 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Effect 3: Deactivate Trigger 49 (example trigger)
Effect 4: Activate Trigger 50
Loop: no
Trigger 44: Activation 7 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 45: Activation 8 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 46: Activation 9 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 47: Activation 10 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 48: Activation 11 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
Loop: no
Trigger 49: Say yeah instead of boeh!
Conditions 0: Object Selected - Villager
Effect 1: Display Instructions - YEAH
Loop: no
Trigger 50: Say BOEH! instead of yeah
Conditions 0: Object Selected - Villager
Effect 1: Display Instructions - BOEH!
That villager says example can be used on everything! I mean you can make special effects like opening shops, closing shops draw bridges, lower bridges, Opening gates and way more. All based on the time. When the person arives to late the event has stoped and has to wait another day to do it right. Of course you can make side quest with this and when the side quest is finished you make sure the sidequest stay disabled after completing. Deactive the triggers and make a new starting state of that hour. I solved this problem by make 3 activation triggers for each important hour (6 different important hours) for each sidequest or quest you complete activated another activation trigger of that hour. It means you have to make a dubble Time System. It maybe takes a lot of effort but you have something unqiue.
The effects I used where more based on time jumping. Like jumping from night to day and day to night. This is pretty simple just make sure you make an extra effect in the time system. Like I will show u in this example below you will notice that the timesystem trigger is edited to complete the time jump. You can ofcourse use other tricks like Time stop (I used this trick in temples). Or time count down. Only 5 hours to get to a place by activation the sesion. This also means you have to make a dubble time system. Or you make a dubble time system that allows you to change the the hour system on base of effects.
Starting state: off
Loop: no
Trigger 1: 1 pm
Condition 0: Timer - X
Effect 0: Send Chat - It is 1 pm
Effect 1: Activate trigger 2
Effect 2: Activate trigger 26
Effect 3: Activate trigger 51
loop: no
Trigger 51: Go night
Conditions: Accumulate 90 food
Effect 0: Tribute 90 food to Gaia (from player 1)
Effect 1: Play sound - Sun song
Effect 2: Activate 52
Effect 3: Acitvate 53
loop: no
Trigger 52: close all times
Effect 0: Deactivate 1 pm
Effect 1: Deactivate 2 pm
Effect 2: Deactivate 3 pm
Effect 3: Deactivate 4 pm
Effect 4: Deactivate 5 pm
Effect 5: Deactivate 6 pm
Effect 6: Deactivate 7 pm
Effect 7: Deactivate 8 pm
Effect 8: Deactivate 9 pm
Effect 9: Deactivate trigger 25 to 34
Effect 10: Deactivate all the things you activated in the meanwhile.
Starting state: on
Loop: no
Trigger 53: Activate new time
Effect 0: Activate 10 pm
Loop: no
Trigger 26: Activation 1 pm
Effect 0: Activation 54
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???
loop: no
Trigger 54: Time is 1pm
Condition 1: Objectieve in area - villager
Effect 0: Deactivate trigger 1 - 1 pm
Effect 1: Deactivate trigger 2 - 2 pm
Effect 2: Activate trigger 57
loop: no
Trigger 55: Time is 2pm
Condition 1: Objectieve in area - villager
Effect 0: Deactivate trigger 2 - 2 pm
Effect 1: Deactivate trigger 3 - 3 pm
Effect 2: Activate trigger 57
loop: no
Trigger 56: Time is 3pm
Condition 1: Objectieve in area - villager
Effect 0: Deactivate trigger 3 - 3 pm
Effect 1: Deactivate trigger 4 - 4 pm
Effect 2: Activate trigger 57
loop: no
Trigger 57: Whatever you can do in this no time zone
Effect 0: Activation triggers here
Loop: no
Trigger 58: Go back to time 1 pm
Condition 0: Objectieve in area - area outside no time zone
Effect 0: Activate trigger 2 pm
Loop: no
Trigger 59: Go back to time 2 pm
Condition 0: Objectieve in area - area outside no time zone
Effect 0: Activate trigger 3 pm
Loop: no
Trigger 60: Go back to time 3 pm
Condition 0: Objectieve in area - area outside no time zone
Effect 0: Activate trigger 4 pm
; -- Songs --
;
; Saria Song
(defrule
(taunt-detected 1 100)
=>
(acknowledge-taunt 1 100)
(cc-add-resource gold 50)
)
(defrule
(taunt-detected 1 101)
=>
(acknowledge-taunt 1 101)
(cc-add-resource food 100)
)
(defrule
(taunt-detected 1 102)
=>
(acknowledge-taunt 1 102)
(cc-add-resource food 90)
)
;
; -- Items --
; castle pass
(defrule
(taunt-detected 1 302)
=>
(acknowledge-taunt 1 302)
(cc-add-resource food 98)
)
(defrule
(taunt-detected 1 303)
=>
(acknowledge-taunt 1 303)
(cc-add-resource food 97)
)
(defrule
(taunt-detected 1 1)
=>
(acknowledge-taunt 1 1)
(cc-add-resource gold 49)
)
(defrule
(taunt-detected 1 2)
=>
(acknowledge-taunt 1 2)
(cc-add-resource food 98)
)
Trigger 1
looping = NO
Condition
Objects in area=wolf*
Effect= start trigger 2
looping=No
Condition= Timer=5
Effect= create object =villager (male)*
Effect= display instructions= i am the werewolf man ;timer=10
Notes:-
the area would be good in front of a building door to make
it look like the unit walked in, changed and walked out.
the text could be easily changed
- The Editorbuilder
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda