I decidet to take a deeper look on plotscripting for improving my game.
I have some questions:
1) Why aren't theese scripts working?
The NPCs 17 and 18 do give the items to the player, but they aren't moving.
2. Is ist possible to make falling snow by using plotscripts and layers? Would this be very difficult?#-----------------------------------------------------
#This script gives presents (5 Berrys, 2 Sticks, 3 Stones)
#and makes NPC 17 walk out of the way:
plotscript, Geschenke1,begin
get item (15,5)
get item (19,2)
get item (20,3)
suspend player
walk NPC (17,north,3)
wait for NPC (0)
walk NPC (17,west,2)
wait for NPC (0)
walk NPC (17,west,1)
resume player
end
#-----------------------------------------------------
# This script gives presents: (2 Berrys, and 5 Musrooms of each type)
# and makes NPC 18 walk out of the way:
plotscript, Geschenke2,begin
get item (15,2)
get item (16,5)
get item (17,5)
get item (18,5)
suspend player
walk NPC (18,west,1)
wait for NPC (18)
resume player
end
---
3. Did I forget something? Does this look as if could work? Do you have other ideas?
I have never written a plotscript using global variables before.
Introduction:
Something was stolen, the player has to find 4 thives and talk to them. After winning agains the first one, the second thive appears on the map and the player gets one of the the stolen items back, and he gets a hint where to find the him. The Item and hint the player recives I planed to handle by using textboxes.
But for the rest I'd like to use this poltscripts.
Do I have to run the script on other situations as well?
(All the thives are on the same map.)
global variable „Diebstahl“ should be cheked in the after-battle-script of the thives (( that makes the next thive appear)), then the room starts (onley the map on whitch the thieves are placed), and then it is activaetd the first time!
if (variable Diebstahl < 5)
then, begin
always set tag Diebstah = on/ture
{
case variable Diebstahl = 1
{
#make thive 1 appear ; tag ww1 = ture
set tag (ww1,ture)
}
case variable = 2
{
#make thive 2 appear ;ww2
}
case variable = 3 ;
{
#make thive 3 appear ;
set tag (ww3,true)
}
case variable = 4
{
#make thive 4 appear;
set tag (ww4,true)
}
if (variable Diebstahl = 5)
#{then make all thives dissappear! }
end