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Staredit Network -> Concepts -> RPG system
Report, edit, etc...Posted by axblader on 2005-01-27 at 18:07:57
happy.gif well i was maknig a RPG and i came up with a system for peopel to go in and out of buildings, using the same trigegr over and over again at different locations on the map.

lets assume you are doing this with player one and seven(friendly computer).

first you need 5(or more) locations.
lable one "p1" and the other "p1 leave"
then make a spot where there are 2 beacons saying "yes" or "no" and put trigegs over em.
also make an area(mines will be "yes/no arrive" for them to arrive next to the 2 beacons!


this system is for an Inn:

then make triggers liek this:


Trigger
Description:
center "p1" on unit
Players:
¤ p1
Conditions:
¤ always
Actions:
¤ center location "p1" on 1 men owned by player 1
¤ preserve trigger



Trigger
Description:
center "p1" on unit except in buildings
Players:
¤ p1
Conditions:
¤ switch "inside" is cleared
Actions:
¤ center location "p1 leave" on 1 men owned by player 1
¤ preserve trigger



Trigger
Description:
Go into Inn
Players:
¤ p1
Conditions:
¤ switch "inside" is cleared
¤ p7 brings atleast 1 Inn to "p1"
¤ switch "go out" is cleared
Actions:
¤ set switch "inside"
¤ set switch "go out"
¤ display text "Do you want to heal? only 10 GP!"
¤ center screen on "yes/no arrive"
¤ preserve trigger



Trigger
Description:
yes heal
Players:
¤ p1
Conditions:
¤ switch "inside" is set
¤ p1 bring atleat 1 men to "yes"
¤ p1 accumulates atleast 10 minerals
Actions:
¤ center view "p1 leave" on 1 men owned by player 1
¤ display text "all healed!"
¤ subtract 10 minerals
¤ teleport 1 men owned by p1 to "p1 leave"
¤ clear switch "inside"
¤ preserve trigger




Trigger
Description:
outside after
Players:
¤ p1
Conditions:
¤ p7 bring 0 buildings to "p1 leave"
¤ "go out" is set"
Actions:
¤ clear switch "go out"
¤ preserve trigger





ok this is how it works:

when you bring your person next to the Inn, you will teleprot to the yes/no section
But your "p1 arrive" will stll be there, make sure you set teh switch before you teleprto or else youll be stuck there because the trigegr folowed you.
then when you are doen healing it will teleport you back the the place you were before. and the last trigger is becasue so you wont go back in rigth away...you have to walk away then back in.
keep in mind you have to make a new trigger for each person and a switch for each too.

this saves alot of trouble making a new trigger for every inn you put.
and a bonus!
you can use this system for buying stuff...just change it in "p7 brings 1 supply center to "p1" " and cahnge a few triggers. but then you will have to make a store somewhere. and if they bring it to yes then you teleport them there....and when they are done they go to (door?) and get out.

this is (i hope original) idea, make a trigger every time they go onto a "no" beacon they will go back to "p1 arrive". it works!


also this makes the map almsost location free, except the part if your ship blows up or sumthnig.(caves, transport, etc.)

that means your map can be change into a different game but using the same triggers! very good if u are an RPG maker, so you dotn have to remake trigges over and over again

i made this map last year and it uses this system...maby mroe or less i forget! you can use it i guess...for help...since i gave up on it but i am making an RPG using it.
Report, edit, etc...Posted by TRiGGaMaSTa on 2005-01-29 at 05:49:37
I guess this could be good for entering/exiting buildings, but teleporting like from doodads to doodads, it might not, unless you use burrowed lings at the cave entrance and exit, but then you need to figure a way to know which other ling to goto
Report, edit, etc...Posted by axblader on 2005-01-29 at 19:28:39
hm...let me think for a while...:

oh ez! when you go to a ling, you have a second ling no the onther side...so if theres 1 ling it goes to the 1 ling. and then the second cave will have 2 lings....yada....but not as good as the buildings =( it wasnt made for teleprtoing...just get inside the building
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