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King Slime
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 PostWed May 30, 2012 3:48 pm
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Quote:
We are very close to the next stable release


I like the sound of that. Grin
Blubber Bloat
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 PostFri Jan 25, 2013 8:02 pm
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Dusting off this old thread, as I don't want to start a new one just for a lone problem:
Is there some way to make harm tiles unable to kill you?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Super Slime
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 PostFri Jan 25, 2013 8:04 pm
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Meowskivich wrote:
Is there some way to make harm tiles unable to kill you?


Use an on-death script.
Mega Tact v1.1
Super Penguin Chef
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Blubber Bloat
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 PostFri Jan 25, 2013 8:17 pm
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Eh? Mind esplainin' what you mean?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
Super Slime
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 PostFri Jan 25, 2013 8:59 pm
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You'll also have to use an instead-of-battle script that looks like this:

Code:
plotscript, instead of battle, formation, begin
   fight formation(formation)
   # check for dead party members
end


After each battle, check if each party member is dead. If everyone is dead, end the game.

The on-death script will check if each party member who is supposed to be alive is dead (as specified by the other script), and if so, it revives them with 1 HP each.

Now, the tricky part is that if the player dies in battle, the on-death script will trigger first, interrupting the instead-of-battle script. So how do you prevent it from reviving everyone?

Before the fight formation command, set a global variable battling := 1. If battling == 1 at the start of the on-death script, then exit without doing anything. At the end of the instead-of-battle script, set battling := 0 again. This way, your on-death script knows not to mess with things if a battle is happening.
Mega Tact v1.1
Super Penguin Chef
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Blubber Bloat
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 PostFri Jan 25, 2013 11:07 pm
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sounds rather complicated just to not let characters die from harm tiles.
wouldn't it render you unable to stay dead if you die in battle and go to map?
dOn'T MiNd mE! i'M jUsT CoNtAgIoUs!!!
Play Orbs CCG: http://orbsccg.com/r/4r6x V
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