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Is there any way to make NPCs do their own thing (such as a man beating another man)?
------------------ I wonder what this button does? I'll just press it and see what happens.
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Originally posted by atgdog: Is there any way to make NPCs do their own thing (such as a man beating another man)?
Not unless you made an animation using two characters. An NPC cannot attack another NPC.
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Can an animation go on while the character is moving around?
Originally posted by atgdog: **Can an animation go on while the character is moving around?
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Sure. Smoke puffs out of chimneys, waterfalls sparkle, birds fly around, butterflies flutter by. All of these are animations which keep going on while the player moves around.
Originally posted by Rubber Ducky: **Sure. Smoke puffs out of chimneys, waterfalls sparkle, birds fly around, butterflies flutter by. All of these are animations which keep going on while the player moves around.
And like smoke, you can't interact with any of them. They just work.
------------------ -Albadar- - - - - - - - - - - Just trying...
Originally posted by Albadar: And like smoke, you can't interact with any of them. They just work.
You can, however, simulate conversation with the fighters: Player aproaches the two men. Map tile links to - - - (dialogue)
"Hey guys, can you quit bashing each other long enough to tell me how to get to Podunk?"
"Can't stop fighting now, but take the north fork of the road behind you." Bash!! "Take that, Buster."
"OW! He's crazy! It's the south fork. North'll get you to Swamptown."
"Thanks, guys. I guess I'll have to find it on my own." You wander off determined not to get in the middle of their brawl. (/dialogue)
Why not just make them 2 NPCs? With some good timing I'm sure that would work just fine then, when you click one of them, a dialog pops up. You could actually make them 2 enemies beating each other, just set their AI to "Passive" and their range to "0". When you get close, you step on an event tile wich deletes those 2 men and replaces them with normal "berserker" enemies. Then they'll just attack you when you interrupt i their fight ;). This way you could make working enemies, enemies playing (maybe if you play as an evil monster), enemies drinking, laughing, anything.
Gutzie Luxie
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Thanks for the help!
Or you could make them both "Defensive Caster"s as there AI and then give them defensive spells with a range of 1, that do damage and use the attack animation for the NPC
I think this should work but I don't know...
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Originally posted by Yoggy: Or you could make them both "Defensive Caster"s as there AI and then give them defensive spells with a range of 1, that do damage and use the attack animation for the NPC:) I think this should work but I don't know...
But 1 NPC can't hurt another NPC. Just the way it is for now.
Perhaps they could, if the defensive spell deals damage....
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