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The Flowvamp



Mostly just NIFE at this point
NIFE: Final Machines/Events Notes
Posted: Posted May 26th
Edited May 26th by Xhin

This is my next project. I'm storing my revised notes here for safe keeping.

This post is hugely technical and I've taken the training wheels off it. Nonetheless, there's a lot of new features here.

Machines

Machines can be Portable, which means you can pick them up and carry them around and use them wherever you go. Very very useful. When you pick up a Portable Machine, it creates an item with the same name and attaches the machine to it.. these items can be stolen, dropped, thrown, be permanent, be shared, be looted from corpses, or otherwise act like normal items.

  • Button (L) -- Nothing special. Events get triggered through "machine interaction" trigger.

  • Lever -- Does one event when the lever is ON, does a different event when the lever is OFF. You can switch the lever between these two states.

  • Combination Lock (L) (S/F) -- Works like an IRL combination lock -- use an auto action to set its combination, and if the right combination is set, it will do an event. Each unit of the combination could be numbers, or shapes, or whatever you want.

  • Item switch (L) (S/F) (IK)-- works like a button (triggering an event), except in order to activate it you have to use a specific item (think: eye switches in zelda games).

  • Transmogrifier (S/F) (IK)-- Give it one of your items and it will turn it into another item, provided it's the right item it's looking for.

  • Vending Machine (IK)-- bound to a specific stat that you set (something like "gold" would be useful). A vending machine has a list of items with prices attached to them. You can use an auto action to buy items in the vending machine with the stat (like "gold").

  • Minion Maker (CK)-- Like the Vending machine, but creates minions and assigns them to the person interacting with the machine.

  • Replicator (L) (IK)-- Give it an item and it will make a copy of the item, preserving all stats.

  • Fountain (L) -- Refills your health to its maximum

  • Arcane Fountain (L) -- Refills your mana to its maximum

    Triggers

    Machine Trigger

    The machine trigger applies whenever a machine is interacted with at all (any machine).

    #user -- user that interacts with the machine
    #machine -- the ID of the machine being interacted with
    #room -- the room the machine is in

    Machine SUCCESS Trigger

    Happens whenever you interact with a machine correctly (Combination Lock, Item Switch, Transmogrifier)

    #user -- user that affects the machine
    #machine -- the ID of the machine being interacted with
    #room -- the room the machine is in

    Machine FAILURE Trigger

    Happens when you interact with a machine the wrong way (Combination Lock, Item Switch, Transmogrifier)

    #user -- user that affects the machine
    #machine -- the ID of the machine being interacted with
    #room -- the room the machine is in

    Death Trigger

    The death trigger applies when *any* death happens in the game whatsoever. It can be any of the above events, however there's a special qualifier:

    #corpse -- affects the character that dies.

    Battle Death Trigger

    This trigger also hits the death trigger, but you might want to do something special with it:

    #attacker -- affects the person who dealt the finishing blow

    #weapon -- affects the weapon used to kill

    This can then be tied into other events above.

    Round Change Trigger

    This trigger happens every time the round changes (through Host or the auto-scheduling update or the round change event).

    Events

    Events can have a number from 1-100 attached to them.. this means there's a random chance that this event will happen during the event stack.

    Events can be assigned a hashtag. Useful for mass-changing events.

    Events can be ACTIVE or INACTIVE. Only ACTIVE events are triggered.

    Any event variable that references an ID (roomid, charid, itemid, machid) can use the special qualifier #random which will target a random one.

    You can also use #grouprandom:(propid) which will affect a random member of that group.

    Room Relationship Events

    #mouth:(roomid) -- affects all relationships with a specific mouth.

    #tail:(roomid) -- affects all relationships with a specific tail.

  • Turn a barrier off {relid}
  • Turn on a barrier {relid}
  • Toggle a barrier {relid}

  • Kill a character barrier {relid}
  • Add a character barrier to a specific relationship {relid, charid}
  • Toggle a character barrier {relid, charid}

  • Increase character barrier health {relid, amt}
  • Fill character barrier health to full {relid}
  • Increase character barrier defense {relid, amt}
  • Drain character barrier defense to zero {relid}

  • Hide room relationship {relid}
  • Show room relationship {relid}
  • Toggle room relationship {relid}

  • Move a relationship mouth to a different room {relid, roomid}
  • Toggle a relationship mouth between two different rooms {relid, roomid, other_roomid}

  • Move a relationship tail to a different room {relid, roomid}
  • Toggle a relationship tail between two different rooms {relid, roomid, other_roomid}

  • Create a "Portal" relationship between a mouth room and a tail room, with the option to make the relationship go both ways. {roomid, room2, portal name, both=[true,false]}

    Character Events

    #group:(property id) -- affects all characters with that property.

    #inroom:(room ID) -- affects all characters in that room.

    #all -- all characters

    #players -- all players

  • Teleport a specific character to a different room. {charid, roomid}

  • Make character a minion {charid, leader_charid}

  • Hide character {charid}
  • Show character {charid}
  • Toggle a character's hiddenness {charid}
    ^ Based on a separate system from sneak.

  • Kill character {charid}
  • Resurrect character {charid}

  • Harm character for X health {charid, amt}

  • Recover specific character stat to full {charid, propid}
  • Add specific amount to an character stat {charid, propid, amt}
  • Drain character stat to 0 {charid, propid}
  • Recover character stat by gain amount {charid, propid}

  • Add character trait {charid, propid}
  • Remove character trait {charid, propid}
  • Toggle character trait {charid, propid}

    Item Events

    #group:(property id) -- affects all items with that property.

    #inroom:(room ID) -- affects all items in that room.

    #all -- affects all items.

    #type:[weapon, booster, ammo_weapon, shield, bomb, spear, ammo_box] -- affects all items of that special sparring type.

  • Move item to specific room {itemid, roomid}
  • Clone item and move to room {itemid, roomid}

  • Move item to specific character {itemid, charid}
  • Clone item and give to specific character {itemid, charid}

  • Hide a specific item {itemid}
  • Show a specific hidden item {itemid}
  • Toggle whether an item is hidden or not {itemid}

  • Make item permanent {itemid}
  • Make item nonpermanent {itemid}
  • Toggle item permanence {itemid}

  • Make item shared {itemid}
  • Make item nonshared {itemid}
  • Toggle item shared {itemid}

  • Recover specific item stat to full {itemid, propid}
  • Add specific amount to an item stat {itemid, propid, amt}
  • Drain item stat to 0 {itemid, propid}
  • Recover item stat by gain amount {itemid, propid}

  • Add item trait {itemid, propid}
  • Remove item trait {itemid, propid}
  • Toggle item trait {itemid, propid}

    Room Events

    #group:(property id) -- affects all rooms with that property.

    #all -- affects all rooms.

  • Give specific room a specific trait {roomid, propid}
  • Remove a trait from a specific room {roomid, propid}
  • Toggle a room trait {roomid, propid}

    Machine Events

    #inroom:(room ID) -- affects all machines in that room.

    #all -- affects all machines.

    #type:[button, lever, combination_lock, item_switch, transmogrifier, vending_machine, minion_maker, replicator, fountain, arcane_fountain] -- affects all machines with that type.

  • Hide machine {machid}
  • Show machine {machid}
  • Toggle the hiddenness of a machine {machid}

  • Recharge a specific limited machine. {machid, amt}

    Game

  • Go to the next round {}

  • Make events with specific hashtag ACTIVE {hashtag}
  • Make events with specific hashtag INACTIVE {hashtag}

  • There are 1 Replies

    Nife all da German to me.

    Posted May 26th by weid man
    weid man
     
    Reply to: NIFE: Final Machines/Events Notes

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