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Would it be possible to have an event that runs whenever the player is in a fight - so that I could have battle music, which would revert to normal music when battles were over?
Additionally, would this be possible in a plug-in?
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Originally posted by 8 Lightnings: **Would it be possible to have an event that runs whenever the player is in a fight - so that I could have battle music, which would revert to normal music when battles were over?
Additionally, would this be possible in a plug-in?**
NPCs can launch events when they get close to the target (the player character). You can put the music launching action into those events.
------------------ -- Mark
Originally posted by markborok: **NPCs can launch events when they get close to the target (the player character). You can put the music launching action into those events.
**
Does this work if they're not set to seek out the player? Otherwise, it seems a pretty good way to go...
PoG has specific battle music, so I'm certain you can do this.
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Originally posted by theGlueBubble: **PoG has specific battle music, so I'm certain you can do this.
Time warp, my friend? As far as I know, PoG hasn't had combat-specific music since, oh, beta 2, when the engine would still automatically play music files "BATTLE1", "BATTLE2", or "BATTLE3" during battle... which I'm fairly sure is no longer a feature. (Though someone could check...)
I think at this point, markborok's suggestion is probably the best way - another possibility would be to have the music change as an action linked to an enemy's attack, but I'm not sure how well that would work.
------------------ "A scientist can discover a new star, but he cannot make one. He would have to ask an engineer to do it for him."
Originally posted by Glenn: **Time warp, my friend?:) As far as I know, PoG hasn't had combat-specific music since, oh, beta 2, when the engine would still automatically play music files "BATTLE1", "BATTLE2", or "BATTLE3" during battle... which I'm fairly sure is no longer a feature. (Though someone could check...)
Now there's a thought. If didn't want the NPC to be programmed to chase the player, they could be given a special sword that triggers the battle music event when used. Or perhaps can borrow a technique I developed for EVO; an invisible ranged weapon that does no damage, that allows an AI to trigger a sound effect.
But how to loop? And how to keep it from playing multiple overlapping times? Need to set a global flag, I assume...
------------------ everywhere else, it's -- "Nomuse"
(quote)Originally posted by Glenn: **Time warp, my friend?:p I'm going to have to boot my copy of PoG, just to see.
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