I'd like each person who -can- read this message to post at least one reply so I know who to add the scripting feature to in the game. Without the scripting feature, you won't be testing scripts :)
My major question is, how are these scripts implemented into the game once written? �Do they have to be "set off" in real time? �Or can they be put in the code so that they will occur by themselves at random times to random people? �This is what I had initially envisioned for doing some of those eye scan advertising ideas and the like, or my idea of a car driving by and splashing someone or something. �So, if they can occur randomly, how do you narrow down the location of where they are able to occur? �Do you have to put that in the script?
I think I had some more questions but none of them are about the manual directly. �It was very straightforward and I took a bunch of notes on it to think about. �I'm going to start jotting down some possible scripts soon. �Just let me know how I put them into the game or give them to you.
Well I suppose that's the test script command which is going to be explained in Kevlar's next post, so I'll try to be patient. �But really, I find this incredibly exciting as I've wanted to try something like this for some time now. �I really want to learn about this sort of coding and this seems a good place to start.
How many people are actually on this section of the forum? �Are a lot of players interested?
*is getting really excited* �Thank you so much J and Kev!
(Edited by Tylissa at 4:10 pm on Sep. 14, 2002)
(Edited by Tylissa at 4:11 pm on Sep. 14, 2002)
Notepad. Wordpad. Word if you like.
Tylissa also asked: How are these scripts implemented into the game once written? Do they have to be "set off" in real time? Or can they be put in the code so that they will occur by themselves at random times to random people?
By admins and GM's. The idea is you write scripts appropiate to a theme, like Red street ambient population scripts, or specific to a person perhaps, like a dream, or NPC interaction, or something along thoes lines.
You will have the ability to test them, and when your ready to see them work, a GM can run them for you. I'll be addressing all this in the next part of the manual.
If this becomes too cumbersome, I'll figgure out a better solution. But for right now, this is what we have to work with. Just post what you got here, or email me ([email protected]), but for now, store em on your harddrive. You'll be cutting and pasting them in later.
-Kevlar
(Edited by Aikao at 10:19 pm on Sep. 19, 2002)
How can we write triggers that look for $player attributes, for example, if I want 1 action to occur if the player is male, and another if female ... as in ...
create $npc as "%male1"
rename $npc as "%male1"
create $npc as "%male2"
rename $npc as "%male2"
create $npc as "%female1"
rename $npc as "%female1"
describe %male1 as "A grubby looking 30 something male with tattered clothes and bad breath"
describe %male2 as "A grubby looking 20 something male with tattered clothes and track marks on his bare arms"
describe %female1 as "A grubby looking 30 something female with tattered clothes that looks all used up"
force %male1 ".look at $player"
force %male1 "say Hey, look at this!"
pause 2
force %male2 ".look at $player"
pause 1
force %female1 ".look at $player"
// Need test for Male or female attribute here
// Inserted improper test just for flow
if $player.sex=Male
force %female1 "to $player Nice package baby, know how to do anything with it?"
elseif $player.sex=Female
force %male1 "to $player Nice rack!"
force %male2 ".walk up to $player and .lick my lips"
endif
pause 3
tell $player "You quickly move on as they fall in behind you jeering and shouting at you as you go"
.