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I know if I can't summon NCPs to fight for me maybe other NCPs can summon demons to fight for them. Can they? And if so how?
------------------ "Why, Mr. Anderson? Why do you do it? Why get up? Why keep fighting? Do you believe you're fighting for something? For more that your survival? Can you tell me what it is? Do you even know Is it freedom? Or truth? Perhaps peace? Yes? No? Could it be for love? Illusions, Mr. Anderson, vagaries of perception The temporary abstracts of a feeble human intellect trying desperately to justify an existence that is without meaning or purpose. And all of them as artificial as the Matrix itself although only a human mind could invent something as insipid as love. You must be able to see it, Mr. Anderson. You must know it by now. You can't win. It's pointless to keep fighting. Why, Mr. Anderson? Why? Why do you persist?"
Give them a a weapon/item something that can launch or call an event. in the event put an npc control use whatever coords you fancy...ta da, when they use the item the other npcs arrive.
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Or it could be done by globals. When the NPC's health drops to "x," launch new NPC at map co-ordinates given might work, but it would be better to link to "player contact," "death event," or to the player's health.
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Rubber Ducky sez: **Or it could be done by globals. When the NPC's health drops to "x," launch new NPC at map co-ordinates given might work, but it would be better to link to "player contact," "death event," or to the player's health. **
but you'd have to keep track of the current or multiple NPC's for that can be hectic, especially if this is not a Boss-Level scenario but, I do understand.
( Planning on replicating an army of Smiths are weż )
Perhaps again as i mentioned in the other thread on jumping giving the player a stat called "will" and giving the NPCs that can replicate an item that checks whenever "will" has raised or based on their experience points etc, then replicate. Anything that the sumoning NPC would percieve as a threat.
The Karma Variable is up for grabs and can be either a number or string of characters.
In fact you could create a specialized NPCs ie a scene where the playeer must run, then an increase or an existing high level of speed would warrant a summoning.
Along those same lines they might call stronger or faster minions to handle your threat pattern. To do this give them a large inventory of items cpable of calling the variety of opponents.
Creating a multitude of NPCs with a multitude of different things that they percieve as threats creates diverse gameplay with minimal efffort on your behalf.
I mentioned an item or weapon specifically because you can give them a definite amount of charges, to prevent too many opponents from flooding the screen, if I am in tune with Yeroc's motives.
To coincide I suggest setting a maximum capacity for summoning, no more than X amount of NPCs can be sumoned in any one confrontation. Since items, correct me if I'm wrong, only allow for a single condition to be set for their use, put a conditional in the event itself, if HostileNpcCount greater or equal to X then 'End Event' else, NPC Control action 'SummonSixSpeedySmiths'.
( having npcs call multiple minions means that sometimes the maximum can be exceeded to allot for a large number of opponents...ie, you have 14 smiths, you summon six, 5 smiths too many, but no more smiths can be called until the number drops below the limit. )
I'd do some testing with your graphics to see the number of opponents that are manageable to do battle with, and try to balance the damage levels and defenses.
{ edit : ... }
(This message has been edited by ellrx (edited 12-06-2003).)
Quote
Originally posted by ellrx: ~snip~
These are excellent ideas, ellrx.
To sum up summoning: Hostile NPCs can be summoned by events linked to- - -
items or weapons in existing NPC's inventory
map tiles
"player contact"
"target reached"
NPC "death"
player stats
The type and number of summoned NPCs can be controled by globals.
You have your work cut out for you, Yeroc.
Originally posted by ellrx: **Rubber Ducky sez: **Or it could be done by globals. When the NPC's health drops to "x," launch new NPC at map co-ordinates given might work, but it would be better to link to "player contact," "death event," or to the player's health. **
**
actualy i was planing an army of arukui and trolls but if my full CD ever comes (damn the ones delaying it coming to me) an army of smiths may be a good idea for anouther game
Originally posted by Yeroc: if my full CD ever comes
Yeroc, have you tried e-mailing help@ambrosiasw.com to ask about your CD? I know they are trying to complete all orders already in, but are not taking new orders right now.
It is impossible with Coldstone, in its current form, to create a character which will fight for you. The only thing which you can do is create an NCP which follows your character around and blocks attacks (the enemy will attack the character, not you). This is what Stark did with Magic Mirror. However, it's no a perfect companian, because all friendly NCPs have a stamina of 0, meaning they can never die. This is why Magic Mirror runs on a timer. Also, it will not follow you into any map added by a plugin, unless you set it up that way.
As for enemies doing this...I'll go slap together the "Medival" game and see if I can replicate this.
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(This message has been edited by LifeKnight (edited 12-08-2003).)