Battle Music

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.

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Mark

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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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quitcherbellyachin.
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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.

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"A scientist can discover a new star, but he cannot make one. He would have to ask an engineer to do it for him."

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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...)

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.

**

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...

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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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quitcherbellyachin.
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New Fortress of Die Nacht released!** (12/20) (url="http://"http://aviary.damnsw.net")Download it from here!(/url) | | (url="http://"http://aviary.damnsw.net/downloads/dienachtd5.sit")direct download(/url) | | (url="http://"http://aviary.damnsw.net/fortress/progresslog.html")Progress Log (12/20)(/url)