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Glossary of Terms
Current Class Mod Package

Help! My mod is corrupted!

Week of June 15th, 2009
Topics:
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Getting Help
- The "Assistance" windows
- The Lexicon
- The Forums
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Variables
- Type-casting and the types
- Conventions
- Constants
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Who Dun' It?
- Who Spoke?
- Who Used the Placeable?
- Who Activated the Item?
- Who Crossed the Trigger? Who Entered the Area?
- Was it a Player? a DM?
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Creating Objects
- Preparing the Object
- The Resref
- The Object Type
- At a Waypoint
- Find the Waypoint
- Find the Location
- Where the player is
- Create the Object
- Deciding on a Tag
- Spawning in the Object
- Doing Things to the Object after Creation
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Some Useful Scripts
- Making Changes to the Avatar When It Enters the Game
- Fiddling with the Avatar's Inventory
- Destroying the Inventory Items
- Destroying "Non-Destroyable" Items
- Taking Gold From the Player
- Giving Gold To the Player
- Giving General Inventory Items to the Player
- Giving Equipable Items and Forcing an Equip Action
- Random Walk
Homework: Dungeon and Quest

Week of June 7th, 2009
Topics:
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Items
- Properties
- Building your own items
- How to make an item have a conversation.
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Triggers
- Choosing the right one
- Drawing a trigger
- Trigger Properties
- Trigger Events and Scripting Preview
- Examples of Trigger Use
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Waypoints
- Waypoint Properties
- Waypoint Directions
- Uses for Waypoints
- Scripting Preview
- How to Set Up a Patrol Route
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Conversations
- How they're used
- The basic tree.
- Branching
- Links (or "Loop backs")
- Tokens: Built-in and Custom
- Colorizing the Text
- Including Other Speakers
- "Actions Taken" and other events
- Conditional Nodes
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The Journal
- Categories
- Entries
- Updating the Journal through Conversations
- Updating the Journal through Scripting
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Homework:

Week of June 1st, 2009
Topics:
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Areas
- Area Properties
- Module Properties
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Names
- Blueprint / Resref
- Tag
- Display Name
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Doors
- Door Properties
- Transitions between doors
- How to make a door close itself
- How to have a transition without a door
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Placeables
- Placeable properties
- Spawning placeables.
- How to stack placeables
- How to have a placeable hold a conversation
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Homework:

May 27, 2009
Topics
Homework
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GAME CONCEPT AND DESIGN
COSC 320.101_SU09
SUMMER 2009
Tiles
An area is composed of a number of tiles in a particular tileset or "theme." I think we're set on that.
When placing tiles, you cannot choose which tile will be placed. So you must click, click, click until you get the tile and the orientation you want.
You can left-click and drag to select a tile (or sequence of tiles) and then use CTRL-C and CTRL-V to copy-and-paste tiles. Here you can also right-click to rotate the selection 90-degrees. Click to place the tiles down
Tile Properties
Essentially the only tile properties you have is the lighting of the tile. You can change the color of the light source that is shining on the tile. Typically, a tile will only have two lighting options: Main Light 1 and Main Light 2. If a tile has another light source (like a torch, or campfire, or such) then you may see those listed as Source Light 1 and Source Light 2. Near each option is a colored box showing you the color of the light that is shining on the tile or is cast by the light source. Click on the colored box to select a different color.
If the tile has an animated property (such as waterfalls), you may find the Animation Loop 1, 2, or 3 options available. Putting a check in the box turns the animation on; removing the check turns the animation off.
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