Alright, so this is a new game I'm working on that has an 80% chance of being my entry in the next HOTOHR contest. My previous attempts at making a classic rpg have all been dropped because of one main reason: lack of a great story. I'm going to try to fix that this time.
You begin as Arodite, a young swordsman (yes it's cliche!) whose master has just died. The master's last wish was for Arodite to become a hero, as he was years before. Arodite must learn just what a hero is to become one.
Stuff I'm implementing:
*A structured, 13 element based attack system.
*Items and weapons with unique abilities and stat changes.
*A lot of non-linear exploring and game play.
*Rank system.
*And more when I think of it.
You begin as Arodite, a young swordsman (yes it's cliche!) whose master has just died. The master's last wish was for Arodite to become a hero, as he was years before. Arodite must learn just what a hero is to become one.
Lots of great stories start out cliche or with the same premise as another story. The trick is to give it a whole new twist or unique voice and style to offer a fresh take on the old idea. From the looks of it I think you got a good chance of doing precisely that.
plotscript, enter firido, begin
suspend player
walk hero (me, up, 2)
wait for hero
walk hero (me, left, 4)
wait for hero
walk hero (me, up, 8)
wait for hero
show text box (14)
wait for text box
set hero direction (me, right)
wait for hero
wait (25)
show text box (15)
wait for text box
set hero direction (me, up)
wait for hero
show text box (16)
wait for text box
set npc direction (2, down)
variable (???)
???:= npc reference (2, 0)
walk npc (???, down, 1)
wait (2)
set npc direction (3, right)
walk npc (???, down, 1)
wait (2)
set npc direction (3, down)
walk npc (???, down, 1)
wait (2)
set npc direction (3, left)
walk npc (???, down, 1)
wait (2)
set hero direction (me, left)
wait for hero
wait (20)
show text box (17)
wait for text box
fade screen out
fade screen in
resume player
end
It's supposed to walk Arodite to a certain spot (which it does) and make an npc walk downward to look like it's falling (which it doesn't). Am I using the variable the wrong way? The plotscripting dictionary said to do it like this, but the npc does not move. Help? Thanks.
Check that the NPC has non-zero move speed, and that nothing is blocking it from moving (walls, other npcs, the hero, zones) -- if there is, you can use "set NPC ignores walls (my npc, false)" or "set NPC obstructs (my npc, false)". Check that it really is the first or only instance of NPC 2 on the map.
Also, to move an npc in one direction while it faces another, you want to put the setnpcdirection command after the walknpc command.
Thanks, I set npc speed to five and changed it's direction. It works now, except for one thing:
Is it possible to have an npc walk on top of another one and stay on the other one?
Voltire wrote:Thanks, I set npc speed to five and changed it's direction. It works now, except for one thing:
Is it possible to have an npc walk on top of another one and stay on the other one?
Like a vehicle?
...
You could cheat by having the NPC step on top of the other, and changing the sprite of one to show the first on top of the other, then destroy the other one.
Sorta. Actually, not really. I want it to appear as if the npc is falling and he lands on a shadow npc (meaning he walks on it and stays there) then deleting the shadow while he's on it.
just have him land on the shadow normally, then at the same time, remove the shadow npc and change the picture or ID of the falling man's npc to an npc where the shadow is already attached.
I want to use that palette for my side project. But the file converts bad from PNG. Can you reply and add it as an attachment as the bmp file that OHR makes when you extract it from there? I really dig it and think it'd be perfect for my new project.
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