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Author Topic: Quests  (Read 1679 times)

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Offline Michadr

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Re: Quests
« Reply #15 on: August 16, 2013, 11:53:38 pm »
Random events could still be included, except they would be simpler.
Maybe like this?

Event: A volcano eruption happened nearby. Result = refugees crowding around nearby villages
Event: Assassins attack your camp. [small night battle]

The assassins attack would indeed be simplier...

Offline cwr

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Re: Quests
« Reply #16 on: August 18, 2013, 07:41:49 pm »
I think the assassin attack should be a once-off, until we make a quest to kill the man who is sending the assassins at you; and we will need to make a trigger for someone sending an assassin to you.

But it is a good idea to add an assassin attack. ;)

Offline habeo

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Re: Quests
« Reply #17 on: August 25, 2013, 02:20:53 pm »
I think the assassin trigger can tick when a lord is -50 relation with you. The more lords, the often it will trigger.

Offline cwr

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Re: Quests
« Reply #18 on: August 25, 2013, 07:03:08 pm »
I think it should be a once-off, because after a few times, it will get very tedious. But it is a good idea. :)


Something Unusual: This is how you will need to code the random events in:
1) Use a trigger (look here for a tutorial on triggers) to make the event, and then use the jump_to_menu operation to go to whatever menu it will trigger.
2) Make a mission template for it. (ask zephilinox about mission templates)
3) Make consequences for the end of the event. (Inside the mission template)

Good luck! If you figure out how to exit a scene using a mission template, tell me, too! ;D

Offline Zephilinox

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Re: Quests
« Reply #19 on: August 26, 2013, 01:40:01 am »
to exit a scene you call (finish_mission, 0)

Offline cwr

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Re: Quests
« Reply #20 on: August 26, 2013, 01:07:31 pm »
Ahhhh, thanks! :)

I was just using (finish_mission), that's probably why it didn't work.

 

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