Author Topic: Event Attributes DEMO  (Read 418 times)

Offline manikus

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Event Attributes DEMO
« on: July 14, 2016, 01:45:20 PM »
I've updated the DEMO (added that pesky missing semi-colon). I've now put it up on SourceForge - full package, nothing else needed to download.
http://uaf.sourceforge.net/designs/Event_Attributes_DEMO.zip

Start engine and press ctrl+P to play back a quick tour of the events. See below for what was changed with each. Special Abilities used are in "_scripts.txt"

Temple:
Event text is dpenent upon time of day, one event instead of three
Modified menu

Tavern:
Modified menu
Default message for drinking has been replaced by food appropriate statement

Training Hall:
Modified menu

Shop:
Modified menu
Default message replaced

Combat:
Modified menu
« Last Edit: August 24, 2016, 02:36:29 PM by manikus »

Offline Dinonykos

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Re: Event Attributes DEMO
« Reply #1 on: July 15, 2016, 02:36:26 AM »
I will have a closer look at this during the weekend! Sounds very promising!
Find four contributions to the Pre-Generated Character Mini-Module Design Contest on my homepage.
New: THE AMBASSADOR'S LETTER, my contribution to the 7-day-challenge.
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Offline manikus

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Re: Event Attributes DEMO
« Reply #2 on: July 15, 2016, 01:19:44 PM »
I am still playing around with this myself. :D  I know that the 5 big events all work great for that top level menu change (including choices that are conditional), I still need to check on Transfer, Who Tries, Vault, Small Town and Encamp.

The TavernDrink Hook is also brilliant on Paul's part. Not only can you script a different description based on which item is drank (or in my demo food that is eaten), but you can use conditionals in the script to let's say, make beer taste good in the evening but horrible in the morning. :)

Also, if one changes a Tavern's menu or drink description, it can be particular to each tavern, so that each tavern can have a different menu or different descriptions for the same drink. :)

 

anything