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Author Topic: World Designer Ideas
Merlin
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Member # 181

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Here is a topic for world designers to post how they have twisted Dans Engine to do the wierdest things imaginable, so others can utilize what they have done..

Here are a few things I've done:
=============================
Changing Maps:
1) You make the initial map file, the one that you are going to change. Make sure that you have all of the links you want the user to see in the "first" map.
2) You Goto your Worlds Dir. and copy/paste the file and rename it to something else (similar to the old name).
3) You program it all into your maps file, of course.
4) You then make it so that in order to get to this map, people must go through a real scene.
5) When you want the map to change, you give the user a token. Then, in the scene leading to the map, you use the GOTO LINK command to switch the number of the map they are going to travel to. For instance:
;-----------
SCENE 1 switch, SCENE, "Test Scene"
ACTOR 1, "Merlin", act, 1, 40, 40
MUSIC dahalasd.mid
1: Welcome to the Warp Gate.
IF T1, @1
1: You will be warping in one second.
WAIT 1.0
GOTO LINK 1.0.0
END
@1
1: You will be warping in one second.
WAIT 1.0
GOTO LINK 2.0.0
END
;-----------------
======================
Credits:
Want to be able to give yourself and other people credits for your work? The new cutscene makes it easy:
1) You go into Paint and make some (bigger) skin files, writing the names of all of the people you want to thank on different files.
2) You either take one black scene file or alot of scenes from your world, make sure you know their names.
3) You program it in so that Actors are scrolling across the screen, to some nice music. Note that Dan put a limit on the number of actors in a scene (6, I think), so you have to use multiple scenes. The Music will not change when you change the scenes.
Ex:
;----------
SCENE 2, black, CUT, "Credits"
ACTOR 1, "", cred1, 1, -50, -20
ACTOR 2, "", cred1, 2, -50, -40
MUSIC endmusic.mid
MOVE 1.50.50
WAIT 5.0
MOVE 1.50.150
MOVE 2.50.50
WAIT 5.0
MOVE 2.50.150
WAIT 2.0
GOTO SCENE 3
END
;-------
SCENE 3, scene, CUT, "Credits"
ACTOR 1, "", cred1, 3, -50, -20
ACTOR 2, "", cred1, 4, -50, -40
; MUSIC NoMusicChange, dont use
MOVE 1.50.50
WAIT 5.0
MOVE 1.50.150
MOVE 2.50.50
WAIT 5.0
MOVE 2.50.150
END
;---------
That will make it so that: Two "actors" with your text scroll from the bottom of the screen, and across, to the top. Once the second one crosses the scene for a second, the second scene will start (I use scenes from my game for it), and more names will scroll across. I repeat this four times for my World.
@@I changed this in my world recently, now I have my actors instantly go away/come, using the MOVE 1,50,70,1 command for them to come, and the MOVE 1,-200,-200,1 command for them to leave.
========================
A WoS Jukebox
This lets you let your users listen to any Midi files within your world. Unfortuanatly, The way it is written, while they are in this scene the user CANNOT TALK. I dont know how to fix this, any ideas would be welcomed:
1) You make a scene in Paint, with the background displaying the names of all of your songs. Number them like this: A), B), C), D), E), F), G), H), I), 10), 11)...

Example Picture:

You need the first nine to be letter because, if you dont, the Qword search will pick up the smaller number within your text first.
2) Program your scene like this:
;--------
SCENE 4, musicBG, "Jukebox"
ACTOR 1, "Joe", act, 1, 40, 40
1: Please, type in your choice.
1: Note that while you are here, you cannot talk to others.
@ask
IF QA, @1
IF QB, @2
IF Q10, @10
1: That is not a selection, please make your selection again.
GOTO @ask
END
@1
MUSIC 1.mid
1: Please type in the number of your next selection.
GOTO @ask
END
@2
MUSIC 2.mid
1: Please type in the number of your next selection.
GOTO @ask
END
;--------------
And repeat as many times as possible. I have 34 songs in my jukebox.
================================
Thanks to Ebag and Cactrot for helping with this one:
Class oriented Shields, Armor, etc.:
This lets you setup your world so that certain classes have specific Armors:
1) Setup your shops like this:
;------------
SCENE 5, shop, "Joes Shop"
ACTOR 1, "Joe", act, 2, 40, 50
MUSIC shopmusic.mid
1: Please, peruse my items.
IF C1, @1
IF C2, @2
END
@1
OFFER 1,2,3
;(Where 1,2,3 are The first classes Armor)
END
@2
OFFER 4,5,6
;(Where 4,5,6 are the second classes Armor)
END
====================
Ill post more stuff as I remember it....


[This message has been edited by Merlin (edited 03-04-2001).]

[This message has been edited by Merlin (edited 03-16-2001).]

[This message has been edited by Merlin (edited 03-19-2001).]


Posts: 2797 | From: Atlanta, Georgia | Registered: Nov 1999  |  IP: Logged
Merlin
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Member # 181

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Stock Brokers (Being put into the next version of my world, 1.5, so dont ask Leniad ;-)
Want people to be able to use the market anywhere they go? Hire a broker, and for a small commision, they will buy you stocks anywhere!
How to set it up:
1) Make a ticket that links to the scene of your Stock Market Game.
2) Sell that Ticket somwhere, a "brokerage" or something.
3) The sell price is the commision.
There you have it, the easily made mobile bank.

-Merlin


Posts: 2797 | From: Atlanta, Georgia | Registered: Nov 1999  |  IP: Logged
Merlin
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Member # 181

Member Rated:
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Fake Skills!
Want to add a Skill to your world? Heres how to do it:

1) YOu set up a scene where the Player learns the skill (Gets a token). Lets say that token is Token #1.
2) If you want, you can make it so that this person can "Upgrade" the skill, in which case you make another scene where you learn the upgrade (Lets say it gives you T #2 for the better skill)
SO:
SCENE ----
ACTOR 1, "Skill"
MUSIC ----
IF T1, @1
IF T2, @2
1: You do not have the necessary skill
END
@1
;Here is where you set how good the skill is.
;If you want the 'level 1' skill to be at,
;say 10%, you make this ten, 20%, 20 etc.
IF R20, @picked
1: You failed to pick the lock.
END
@2
;This is where you set the "skill level 2"
IF R30, @picked
1: You failed to pick the lock.
END
@picked
;This is the "success" section.
1: You picked the lock!
GOTO SCENE...
END

And viola! You have a bootlegged skill! :-)

-Merlin


Posts: 2797 | From: Atlanta, Georgia | Registered: Nov 1999  |  IP: Logged
Jacius
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~~~~~~~~~~~~~~~~~~~~~
Improved StockBroker:
~~~~~~~~~~~~~~~~~~~~~

I took the liberty, while Im being not-asleep, to make a little improvement to the Stockbroker Idea. Pretty much, a mobile Dow Bones right in your camp scene!

Since this can easily be customized, I wont bother putting up script, just the ideas.

You add lines in your camp scene that check if you have Item.MobileStockBrocker (Which can be bought at some store) equipped using the IF E### command.

If it finds out that you have the thing equipped, then it goes to @stock, or some other label, which would lead to one line of code: "GAME 7" and then the END command.

Or, if you prefer, after it finds out you have the item equipped, a little man can appear out of thin air and say "MANAGE STOCKS? (YES/NO)" And then you owuld say yes, and go to the GAME 7 line.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
| |WARNING: EXTREMELY REDUNDANT EXPLANATION| |
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So, what that does:

When you enter a camp scene, it checks if you have your Personal Stock Manager equipped. If you dont, it goes on to the regular scene, where you can cast spells, bring out pets, etc. BUT, if you DO have it equipped, it will call out an actor to ask if you want to manage your stocks, or goes directly to the Stock Market Game (GAME 7). Assuming the actor comes out, it will ask you whether or not you wanna manage your stocks, and if you reply NO, if goes to the regular scene, if you answer yes, the actor goes Poof, and the Stock Market Game Appears.

Are you asleep/confused yet? If you arent, great!

Thats a nice way to manage stocks, without leaving the comfort of your own camp scene.

-Jacius, Master of the Camp Scene Customization


Posts: 508 | From: Illinois | Registered: Apr 2000  |  IP: Logged
   

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