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How could I make a spell or an item that "stops time"? By "stopping time" I mean that NPC's will freeze, and maybe stamps, but player doesn't freeze, so he can walk on the road safe.
I would put it into PoG plug-in, so you could avoid those Sea Giants.
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It seems to me that what would work is to have an event at both sides of the road. Have two globals, NPCfreeze and Playercrossroad. With the two globals, place a conditional, did the Player cross the road, did the Player not cross the road. If NPCfreeze global = 0 and Playercross =0, change NPCs to freeze (no walking around) at &&ActualX;, &&ActualY.; If NPCfreeze = 1 and Playercrossedroad = 0, do nothing. If NPCfreeze = 0 and Playercrossed road = 1, do nothing. If Playercrossroad global = 1 and NPC freeze global = 1, then change NPCs back and reset the globals. You need the two globals, I think and am perhaps wrong, because you want the Player to be able to cross the road from either direction, and even walk down the road if he wants. Granted, I haven't tried it and I could be wrong, but with some tweeking, it should work just fine. Good luck.
(edit) It occurred to me that this is neither a spell nor an item. But it could be the same thing under Item "use." I think. ------------------ -- Debra Danillitphil Productions (url="http://"http://www.danillitphil.com/graphics/index.html")www.danillitphil.com(/url)
(This message has been edited by Debra (edited 12-08-2003).)
The only problem with this that I see is that you would have to replace every NPC with a duplicate NPC that has 0 for movement area, and you can't get the coordinates for a lone NPC unless they do something to trigger it. Ie, you can't nab their coordinates using an indirect event.
Or have you found a way around this?
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Nah, when I look at what I wrote, it's (edit: meaning what I wrote) probably the worst attempt at helping I've seen around here. My head's in a game, not a plug-in. So I think in terms of placing events on a map.
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Some PoG maps place NPCs randomly and others place them at specific locations. You can have a load call for a map that removes all "native" NPCs and replaces them with look-alike ones that do not move. This would happen as the player enters the square. It would seem that time was frozen except for the birds and fish which would keep on doing their thing.
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If you did this, you would also have to remove the attacks of the "immobile" NPCs, as I'm fairly sure that otherwise they would still attack the player when he passed within range.
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What about access tiles? Can there be like a safe crosswalk on the road? Dang it, I'm still thinking about placing events on a map, but a spell might work. Use the safelycrosstheroad spell at a cross walk that's on a timer. Use the spell and block the tiles. Then when time's up, the access tiles are cleared. With globals, you can have the same spell for multiple locations. BUT, the safe crosswalk would need to be clearly defined by something like a bridge or markings on a map. I suspect that could be done with a stamp or two.
Or you could just do an Engine Call--> Freeze characters (and if this freezes the player too, Engine Call--> Defreeze player).
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Quote
Originally posted by Glenn: If you did this, you would also have to remove the attacks of the "immobile" NPCs, as I'm fairly sure that otherwise they would still attack the player when he passed within range.
I assume that when he replaced the NPCs with immobile ones he would also give them zero stamina which would make them just like sign posts looking like monsters. They would be neutral statues and show up as blue dots on the overhead map with an awareness skill.
Originally posted by Debra: What about access tiles? Can there be like a safe crosswalk on the road?
That would be easy to do. You just use "change map cell" to link to the "Freeze" event. A row of altered cells form a "tripline" which is what the crosswalk is. The problem would be that the NPCs will move until the event is called and placing the immobile ones to look right would be difficult, if not impossible because you cannot know (for event purposes) where they are at the time the event is called. If you have a monster chasing you at the moment you hit the tripline, the monster will jump to whatever location you have set for his immobile position.
This could, however, incorporate a "fade out / fade in" in the Freeze Event which would lessen the apparent shift in position.
(This message has been edited by Rubber Ducky (edited 12-08-2003).)
Two things: 1. With a crosswalk, a ranged enemy could still hit you 2. There's a built in feature for this!
RD, how about not dealing with the NPCs at all? Just make the no-access tiles area large enough that ranged weapons would not be able to hit.
I don't think that freeze-thaw would work as well, because the PLAYER needs to move.
As I understand it, he wants to walk around in Sea Giant country without getting hit. If the NPCs are "frozen" (by actually replacing them with immobile imitations) then he can explore the countryside with no danger from attack. If you made an invisible wall around the player, the NPCs could not get in, but the playing character could not get out. It would be next to impossible to have the "safe zone" move with the player.
I think the best way to have the player free to move and all the NPCs frozen, is by using a plugin load call controled by conditionals / globals.
Perhaps we all need to know more about the objective he is striving to achieve.
Debra, there are four options in the Event Calls (that pertain to this situation): Freeze Characters/Unfreeze Characters and Freeze Player/Unfreeze Player. As I said, if it turns out that Freeze Characters also freezes the player, a simple Unfreeze Player would correct this.
Cool! Thanks!
freeze characters only freezes the npcs, the player is free to move, to regulate the amount of time that they remain frozen load a call event action into an animation to freeze at first frame, thaw at last frame and even give visual reminders when the time is running out by using the offsets of the launch sprite tags ( puff of smoke on chimney , cough particles )
prince of persia, blinx the cat.
a spell would "technically" work just as well but as stark has pointed out the remove spell event doesn't always work.
i'm shocked people, after all the posts i made on how to build a turnbased system using freeze defeeze.
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(This message has been edited by ellrx (edited 12-08-2003).)
Your welcome. By the way, if anyone uses this, please report back on results. Though it should work in theory, the Engine Calls section seems to stick in my mind as a bit buggy...
EDIT: spelling
(This message has been edited by CI-Ia0s (edited 12-08-2003).)
Yeah, it works. We use freeze characters for all sorts of things. And, yeah, what's up people. ellrx's turned based system is built on the idea. Ah, how soon we forget our history...
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I've figured it out! This is how to do it: 1. Create new global(Time_stopper_eguipped) 2. Create new item, shield, two handed(this prevents player from using it as ultimate weapon) 3.Link set globals( set time_stopper_eguipped to 1)and freeze characters to eguip action. 4. Link set globals (set_Time_stopper_eguipped to 0)and defreeze characters to un-eguip action. 5. Create new event(check_is_Time_stopper_eguipped).Put a condital event, which looks like this: if time_stopper_eguipped is egually to 1, freeze characters, if else, do nothing. 6.Add check_is_Time_stopper_eguipped event to every single map with load calls. You can also record Streght,MP and Max MP to globals, set those stats to 0, and when you un-eguip it, restore them.This prevents player even more, to use it as ultimate weapon.
I haven't tested it yet, but it should work.I put this item to my KJK's world plug-in, which will be released at February or March, if it's ready then.
Thanks for your help!
(This message has been edited by KJK (edited 12-09-2003).)
Question: Using the engine freeze call, can the player still attack the NPCs and, if so, am I correct in thinking that the NPCs would not be able to attack back?
Originally posted by Stark Bledfast: **Question: Using the engine freeze call, can the player still attack the NPCs and, if so, am I correct in thinking that the NPCs would not be able to attack back?
**
Yes, player can attack NPC's, and NPC's can't hurt back, they only turn into your direction.
When I tested my plug-in it worked fine, except when I went to the second screen with that sad music.All Sea Giants, except one, were frozen.That one who wasn't frozen, was created on frozen Sea Giant, so he moved zig zag there.When I went close to it, it started chasing me!Then I just waited until he killed me, with one blow of course!
So how could I teleport to Mage tower or re-forge Milla'kara shield, without walking on those "Sea Giant countries"?I just can't run away of them, there's too many of them!