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Topic Subject: Trigger Trick Guide (newcomers and oldies)
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posted 08-14-02 02:54 PM CT (US)   
Trigger Trick Guide v2.0

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 Trick list


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 Suggested by Life L33ch
Food Trick added by Crasher
Spell System added by spitfire_23
Keep talking added by Crasher
Signs
Walking around with 0 HP added by The Editorbuilder
Time System added by The Editorbuilder New HOT
Time Based Events added by The Editorbuilder New HOT
Time Effects added by The Editorbuilder New
FunTrigger: Werewolf Trick by Quetzelcoatl

note: potion is the same as the heal trick


Heal trick:

Simple heal trick

Trigger 0
Starting: no
Loop: no
Condition 0: Timer?
Effect 0: Damage object -10*

* 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-> copy. Then go the the damage object effect and set the cursor at the place where you fill in the damage numbers. Right mouse button -> paste. Now if you did it right a - will apear. For healing a person use this trick so you will get -10 (10 is the hp you want to heal). The selected object will gain 10 HP instead of losing it.

Advanced heal trick

Trigger 0:
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).

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.


Taunt Based System

This trick is a combination of an AI and Triggers. It works very well and is usefull in RPG games.

Taunt Based AI

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

(defrule
(taunt-detected 1* 100**)
=>
(acknowledge-taunt 1*** 100)
(cc-add-resource gold 50****)
)

* = The player that sends the taunt in this case player 1
** = 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.

Important: Make an civ that is called the dummy civ. Give it the song AI but make sure they don't get villagers.

Taunt based Triggers:

Trigger 0:
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.

for each new taunt you have to make a new trigger


Wallet Trick

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:
Loop: yes
Condition 0: Accumulate resource : 201 gold
Effect 0: Tribute: player 1 to gaia - amount: 1 gold
Effect 1: Activate trigger 1

Trigger 1:
Loop: no
Starting state: off
Condition 0: Timer 15 VERY IMPORTANT
Effect 0: Display instructions/chat message = Your wallet is full

Note: when you loop the trigger like you have to do you can better remove the display instruction button but use an extra trigger like above

In a rpg you can make a side quest by getting a bigger wallet so you can buy new things.


Item list

Making a Item list is always a nice thing to do in an RPG.

Trigger 0:
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

Trigger 1:
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

Trigger 2:
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

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 < 40. For each Item between 41 and 84 and Objectieves between 86 and 99.


Attack lowering

Lower the attack of units

Trigger 0:
Effect 0: Change Attack: -10

The attack will be reduced by 10. You can use a nice spell with that.
Note: To get the - in the number box type it in a Display Instruction box then select it and right mouse click>copy/cut the go the the effect. Rightmouse click>paste. Then NEVER look at the effect again.


Teleport

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.

Simple

Trigger 0:
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


Complex

AI Script


; Teleport to city
(defrule
(taunt-detected 1 100)
=>
(acknowledge-taunt 1 100)
(cc-add-resource gold 50)
)

; Teleport to village
(defrule
(taunt-detected 1 101)
=>
(acknowledge-taunt 1 101)
(cc-add-resource food 50)
)

; Teleport to Forest
(defrule
(taunt-detected 1 102)
=>
(acknowledge-taunt 1 102)
(cc-add-resource stone 50)
)

Player 2 is the Taunt AI player

Trigger 0:
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

Trigger 1:
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

Trigger 2:
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

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.


Telephone/Telepatic


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).

AI


;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)
)

Bank loan, borrow, repay

Trigger 0:
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

Trigger 1:
Loop=no
Starting state= off
Condition 0: Timer : 8
Effect 0isplay Instructions - Press 151 to borrow money and 152 to replay money.
Effect 1: Activate trigger 2
Effect 2: Activate trigger 3

Trigger 2:
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

Trigger 3:
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?

Trigger 4:
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

Trigger 5:
Loop=no
Starting state= off
Effect 0: Deactivate trigger 4

Police and Maffia is the same just change the names

Trigger 0:
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

Trigger 1:
Loop=no
Starting state = off
Condition 0: Timer : 8
Effect 0isplay Instructions - Press 131 for a policeman, 132 for a police chef and 133 for a swat team
Effect 1: Activate trigger 2
Effect 2: Activate trigger 3
Effect 3: Activate trigger 4

Trigger 2:
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

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.

Trigger 4:
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

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.

Trigger 6:
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

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.

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

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. nice idea... will lower the bill


Food Trick


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.

-this is the food "eater"

Trigger 1~ LOOPING, ON.
Condition: Accumulate attribute; ONE food (player one)
Effect: kill object; in area "B"

-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.
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"

-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.
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"

-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.
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.

Spell System
by spitfire_23

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.
If you fail to understand this, I have it in scenario format as well.

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
Display as Objective: No
Trigger Starting State: On
Trigger Looping Yes

Condition00: Object Selected: Hunting Wolf
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

Condition00: Timer:10
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

Effect00: Tribute: Player 3 to Player 8 /99 stone.
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

Condition00: Acumulate Attribute. Player 3 /101 stone.
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

Condition00: Acumulate Attribute. Player 3 /51 stone.
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

Condition00: Acumulate Attribute. Player 3 /1 stone.
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

Effect00: Deactivate Trigger: Spell One
Effect01: Deactivate Trigger: Spell Two
Effect02: Deactivate Trigger: Spell Three
Effect03: Activate Trigger: Tribute Player 1 to Player 2


Keep talking
added by crasher


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...

Trigger 0 "go fishing one~ ON.

Condition: Object selected/ bring object to object.
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"

Trigger 1 "go fishing"
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"

** 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"
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"

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.


Signs


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.

Trigger 0:
Starting state: on/off
Looping: yes/no (*)
Condition 0: Object selected (**)
Condition 1: Timer (***)
Effect 0: Display Instructions (****)

* = If you want to keep the sign readable the whole game then set the loop on YES if not set it on NO.
** = 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.


Walking around with 0 HP
added by The Editorbuilder

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:
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)

Example:
As example we take a Champion this unit has 70 HP

Trigger 0:
Looping: off
Effect0: Change object HP -70
Effect1: Damage object -70
Effect2: Change object HP 70
Effect3: Damage object 70

You fill in the number behind the effect in the damage & HP blok. So you will place -70!! when said.
And what will happen?
This will happen:


And the unit is still able to walk around the map


Time System

New

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)
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.

Time System
added by The Editorbuilder


Legenda


Timer -X = The time you want to set be sure you remember the time settings very carefully because if you use it all the events are based on this time. Be sure you time out every movement. You can change the time flow at night to a faster time system (I did that with Zelda)

Send Chat = Why Send chat? That is pretty simple because Send Chat is better. Instead in talk screen you get it in chat screen it looks better and can go on all the time without really bugging.

Loop: no = If you look the trigger the game will just crash. No way around that so make sure the loop if OFF. At the last trigger (23) you will just activate trigger 0 again. And the loop makes hisself. This will go endless because the condition is a timer.

TriggerX: X am/pm = while working whit this system I strongly advice you to rename you triggers! to the hours of the clock. It is the best way to have better control over it.

Starting state: on
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

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


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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
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

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.


Time Based Events
added by The Editorbuilder

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.


Legenda

Activation = This trigger ofcourse can be left out for example nothing happens at 12 am so you leave the Activation of 12 am out. I personally used every hour. Mostly just for different kind of chats every hour.

Effect Activation = These Effects depend on how many things you want to activate. If you want to activate 23 things at 12 am then use 23 activation triggers. Make sure you also activate a DEACTIVATE trigger in the time system (above). So if you want to activate something at 12 pm and deactivate it again at 6 am make sure you deactivate the trigger in the Activation trigger of 6 am (see example below).

Example Trigger = In this triggers the villager says YEAH instead of BOEH. and when the clock strikes 6 am he says BOEH again


Starting state: off
Loop: no
Trigger 25: Activation 12 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 26: Activation 1 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 27: Activation 2 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 28: Activation 3 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 29: Activation 4 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 30: Activation 5 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 31: Activation 6 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 32: Activation 7 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 33: Activation 8 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 34: Activation 9 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 35: Activation 10 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 36: Activation 11 pm
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
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

Starting state: off
Loop: no
Trigger 38: Activation 1 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 39: Activation 2 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 40: Activation 3 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 41: Activation 4 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 42: Activation 5 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
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

Starting state: off
Loop: no
Trigger 44: Activation 7 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 45: Activation 8 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 46: Activation 9 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 47: Activation 10 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Starting state: off
Loop: no
Trigger 48: Activation 11 am
Effect 0: Activate Trigger ???
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???


EXAMPLE TRIGGERs:

Starting state: off
Loop: no
Trigger 49: Say yeah instead of boeh!
Conditions 0: Object Selected - Villager
Effect 1: Display Instructions - YEAH

Starting state: off
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.


Time Effects
added by The Editorbuilder


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.

Changing day AI needed


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

Starting state: off
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

Starting state: off
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

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.

Stop time

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
Loop: no
Trigger 26: Activation 1 pm
Effect 0: Activation 54
Effect 1: Activate trigger ???
Effect 2: Activate Trigger ???

Stop time:

Starting state: off
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

Starting state: off
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

Starting state: off
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

Starting state: off
loop: no
Trigger 57: Whatever you can do in this no time zone
Effect 0: Activation triggers here

Starting State: off
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

Starting State: off
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

Starting State: off
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

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).


Small Zelda AI
added by The Editorbuilder


; -- Songs --
;
; Saria Song
(defrule
(taunt-detected 1 100)
=>
(acknowledge-taunt 1 100)
(cc-add-resource gold 50)
)

; Song of Time
(defrule
(taunt-detected 1 101)
=>
(acknowledge-taunt 1 101)
(cc-add-resource food 100)
)

; Sun Song
(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)
)

;Trade card
(defrule
(taunt-detected 1 303)
=>
(acknowledge-taunt 1 303)
(cc-add-resource food 97)
)

;Yes
(defrule
(taunt-detected 1 1)
=>
(acknowledge-taunt 1 1)
(cc-add-resource gold 49)
)

;No
(defrule
(taunt-detected 1 2)
=>
(acknowledge-taunt 1 2)
(cc-add-resource food 98)
)


Fun Triggers

Werewolf trick
by Quetzelcoatl

Werewolf Trigger
Trigger 1
looping = NO
Condition
Objects in area=wolf*

Effect=Remove Object= wolf*
Effect= start trigger 2

Trigger 2
looping=No
Condition= Timer=5
Effect= create object =villager (male)*
Effect= display instructions= i am the werewolf man ;timer=10

*=player 1- this needs to be player one or else u cant move him to the area where he changes
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

Update: 24-12-02
- The Editorbuilder


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda

[This message has been edited by The Editorbuilder (edited 12-24-2002 @ 05:50 AM).]

Replies:
posted 08-14-02 03:08 PM CT (US)     1 / 117  
The Wallet is wrong. What if the player gain 205 gold? It would be annoying to get that message 5 times! Just tribute like 315263462356 gold to whoever, then make someone give you 200 gold back. That's a better way.
posted 08-14-02 03:11 PM CT (US)     2 / 117  
ow? why does it work good for me? if you have 205 you have above 201 right? well if you loop the trigger it lowers himself back to 200. Trust me it works

I changed it abit so you don't get insane of the messages


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda

[This message has been edited by The Editorbuilder (edited 08-14-2002 @ 03:14 PM).]

posted 08-14-02 03:22 PM CT (US)     3 / 117  
2 reasons why my ( well not really mine) way is better.

1. If you got 205 gold, and the limit was 200, this would appear on the message screen

Your wallet is full
Your wallet is full
Your wallet is full
Your wallet is full
Your wallet is full

2.My way is faster. If someone cheats, it takes sometime before it goes right back to 200, so while the gold is going down, he can just buy the item that , for Example, cost 250 gold. While mine its just impossible(almost).

Neways, if you choose to keep it your way, fine with me.

posted 08-14-02 03:26 PM CT (US)     4 / 117  
no you don't get it. When you place a timer of 15 you only get 1 time the message. Your wallet is full not 5x so only 1 time you get a flash of it.

Your way is buggy as hell CUZ if I cheat and I have 1 gold. Then I cheat and your Trigger resets it to 200 gold that will make a profit of 199 gold! You see? Instead of blocking the cheater you are giving him extra money so that is a big bug.


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-14-02 03:28 PM CT (US)     5 / 117  
oh ok. forgot about that part lol. So I wonder how badly people cheated in AoKasino...

OT:When you gonna finish the Zelda Campaign?

[This message has been edited by Life L33ch (edited 08-14-2002 @ 03:42 PM).]

posted 08-14-02 04:07 PM CT (US)     6 / 117  
I just placed an taunt based teleport trick. I never seen it before maybe you have something about it.

Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-14-02 05:58 PM CT (US)     7 / 117  
I have a (i think) new idea.

How about using the taunt AI thing as a sort of "telephone".

So for instance, 1 is the police. When you call them, they are tasked to one of your units to help you out if you need something? Is it a good idea?

posted 08-14-02 06:58 PM CT (US)     8 / 117  
yup I can make that.... I will make it right away your named added ofcourse

Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-14-02 07:38 PM CT (US)     9 / 117  
well their he is. The telephone / Telepatic taunt and trigger trick.

Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-14-02 10:32 PM CT (US)     10 / 117  
So many things you can do with taunt & triggers combined...
posted 08-14-02 10:34 PM CT (US)     11 / 117  
*stomach hurts from lauging*

Quote:

(oeeeh scary)

Oh that struck me as so funny Editorbuilder
... thanks for the laughs. This is a great post too.


"I take it that this is the Anastasia Scud pines for?" - Epic Commander
"What Ana said. Use sugar and the whip." - aka the Pilot
"I think you will realize the emphasis was on Ana and Cake." - Monk

[This message has been edited by AnastasiaKafka (edited 08-14-2002 @ 10:37 PM).]

posted 08-14-02 11:47 PM CT (US)     12 / 117  
I hate writing triggers, but I thought I'd see the food eating trick here. Well, here it goes...

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.

-this is the food "eater"

Trigger 1~ LOOPING, ON.
Condition: Accumulate attribute; ONE food (player one)
Effect: kill object; in area "B"

-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.
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"

-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.
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"

-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.
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.


[i]There, I hope you like it! This is one I've seen done a lot, so people may have other versions...[i]

-crasher-

posted 08-15-02 06:04 AM CT (US)     13 / 117  
Thank you all

I added the Food Trick crasher thanks for you help.


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-15-02 10:03 PM CT (US)     14 / 117  
I doubt I will update the trigger trick list in the these couple of hours.

But I am leaving again ... yes again on holiday and again for 2 weeks. So a pitty it is for the trigger trick guide.

testing sign too


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda

[This message has been edited by The Editorbuilder (edited 08-15-2002 @ 10:04 PM).]

posted 08-16-02 00:07 AM CT (US)     15 / 117  
EditorBuilder, can I update it if someone adds something new?Because this thread could become useful, and I don't want it to go to waste...
posted 08-17-02 04:26 AM CT (US)     16 / 117  
This is great help, now I know 2 more tricks to use in my cpn, thank you Editorbuilder!!!
posted 08-17-02 04:58 AM CT (US)     17 / 117  
@ Life L33ch:

Post your updates in this topic for the time being. When EB gets back, he'll update them.

posted 08-17-02 09:27 AM CT (US)     18 / 117  
Ok, just keep posting more tricks, or remind me of some at least!
posted 08-17-02 10:19 AM CT (US)     19 / 117  
Oh yah, since im not a moderator of sorts, just post tricks here so when editorbuilder come back, he'll add em.
posted 08-17-02 10:57 PM CT (US)     20 / 117  
*laughs at thread*

Whoopty f-ing doo, that is the same AI script over and over again and has existed since AOKasino. And if I remember correctly, you asked us how to make every single one of those tricks a month ago and now claim them as YOURS. INGO gave you the wallet trick, and it's been around since AOKasino. Your trick indeed. The AI can be found at the AOKpunk website, you just changed the taunt numbers. The heal trick and attack lowering were made by somone named Ranger85 who had changed his name by that point. Ex-T made the ram food trick. The bank loan trick was in AOKasino.

Using tricks and quoting authors is fine, but using tricks and claiming them as YOURS is total BS, and should result as an instant ban. Have a nice night.


You want fries with that?
posted 08-18-02 04:25 AM CT (US)     21 / 117  

Quote:

So I decided to make a Trigger trick guide with the newest tricks.

Where does it say he claims them as his? It looks like he's just making a topic that is a trick guide for newcomers and oldies... But maybe we should be stating where these are from. (?) I know for one thing that I'll do some cutting and pasting of this thread to my "trigs.doc" anyway.

Here's a simple thing that I used in The New World, where you can return to someone you already talked to, but this time change your mind and choose the other option...

Trigger 0 "go fishing one~ ON.

Condition: Object selected/ bring object to object.
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"

Trigger 1 "go fishing"
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"

** 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"
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"

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.

Of course, you could go this as a one sided conversation that just loops, but if you can spare a few triggers, it really adds interaction to your scenario. Does anybody care to show us how to do this with AI?


so long for now!

matt "crasher"

posted 08-18-02 05:41 AM CT (US)     22 / 117  
Kestrel, the Editorbuilder never claimed those tricks were his idea. He just wanted to make known tricks available to newcomers.

I also don't like to see my name used to back up such a silly flame.

posted 08-18-02 06:27 AM CT (US)     23 / 117  
I second that.
posted 08-18-02 11:13 AM CT (US)     24 / 117  
Yeah, whatever. If any newcomer sees those they'll think they're his 'cause he never told anyone otherwise.

You want fries with that?
posted 08-18-02 11:33 AM CT (US)     25 / 117  
Kestrel - mind your manners. EB never said that these tricks are his, and there is no line in his post that says: "Gimme credit 'cuz I invented this!". In short, you're missing the target with your reply.

CHERUB LUKE ~ Age of Kings Heaven Forum Moderator and News Poster, HeavenGames LLC
» “Logics takes you from A to B; imagination takes you everywhere.” - Albert Einstein
» “I think; therefore, I am.” - Decartes

» Against Thee, Wickedly - Teaser (AoK:TC)
posted 08-18-02 04:51 PM CT (US)     26 / 117  
No, you're missing my point. And last time I checked we wern't supposed to get in eachothers' way, so just drop it.

You want fries with that?
posted 08-21-02 01:56 AM CT (US)     27 / 117  
Hmm, EditorBuilder, just put "these are compiled by designers from various areas." Oh wait you have our names next to the ones who you know gave them to you. But hey, I didn't invent the food trick, while Life did think up his trick combo... At any rate, let's all be content here. Pretty soon, Ultima may have to link this to the sticky article. Keep em coming, people.

Btw, I like that "cops" trick. I think I could invent something that dosen't have to have AI, too. Like an ever present map revealer on top of a "sherrif's" office. Select the "panic tower"* wink* and then they come running...

posted 08-21-02 05:40 PM CT (US)     28 / 117  
Normally, I only use taunts if there is no other way. The AI scripts only work half the time if there is a lot going on.

You want fries with that?
posted 08-22-02 11:18 PM CT (US)     29 / 117  
Some people say it is more trigger work, but at least it's less to go wrong. I agree there. AI was invented to kick your *** so that's what I design it to do. But then again, there are no rpg's in the es campaigns. not at the level we've got it... Nobody ever thinks about that. we're way beyond what they thought we'd do...
posted 08-23-02 07:52 AM CT (US)     30 / 117  
well I can only give a short reply:

I never sayed I invented the tricks or AI. I just made list of tricks. When I get back in Holland. I will change the topic. I am thankfull to the ppl who defended my %work%


I not want any credits for this tricks. If ppl want to credit someone please credit the creators/


Thatwas all I have to say.


[w]thnx for the new trigger post crasher[w]


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-29-02 03:16 AM CT (US)     31 / 117  
*clears his throat*

top!

*notices that the thread sunk a little*

*cuts and pastes all the triggers to a template*

*hopes that they keep coming*

I was wondering, I think someone would know the exact trigs for this: I just want a simple farm that is everlasting. I already have a different trick in which I have the villager "drop off" the food at a house instead of a mill, (task villie off farm after 15 seconds and to house door, once the villie reaches there, task him to a tree way on the other side of the farm, to "empty" his food capacity, and then quickly back to the farm before he takes a hack at the tree.) but I'd like to know the best way to make the farm re "spawn" and the villie would work forever. If this was perfected, I could write out the triggers for you, Editor.

matty "crasher"

P.S. Most of these tricks are so old that I don't know who invented them, anyway... So I hope it's all good. When I was asking permission for a few things before I released TNW, I emailed the creator of the AI, and his reply was that he stopped designing a long time ago, and sure go ahead...

posted 08-31-02 01:13 AM CT (US)     32 / 117  
mmm

Ever lasting farms. Isn't that just making new farm on the old place? Like when their is not farm in that area a new farm will be created at the same spot... Or are you getting difficulties with the triggers then

I have to test that first before placing it


Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-31-02 02:32 AM CT (US)     33 / 117  
Updated

Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
posted 08-31-02 05:01 PM CT (US)     34 / 117  
I think this thread should be made sticky. It's VERY useful, especially for rookies!! (like me)

ANDANU "GARUDA" TRISATYA
S I N C E T H E 8 T H D A Y O F T H E 8 T H M O N T H , T H E 1 9 8 8 T H Y E A R
posted 09-01-02 07:01 AM CT (US)     35 / 117  
well maybe. But then one of the Cherubs. Have to make it sticky and knowing 1 of them no more stickies will be allowed .

Download the Trigger Trick guide v2.0 ID 344
Creator of the Return of the Mummy series id 715 :: Zelda sneak preview ::
Newest project: The World of Zelda
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