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Author Topic:   monsters
0 Ste 0 posted 03-03-2003 20:09 GMT     
how can i make it so that when u attack a monster, its health goes down each hit so when u attack it once it doesnt die strait away....

PLEASE PLEASE PLEASE, give me QDK instructions and NO ASL code, coz i dont need asl code, coz im using QDK.....


thanks.

0 Ste 0 posted 06-03-2003 15:42 GMT          
anybody know how? lol
MaDbRiT posted 06-03-2003 19:23 GMT          
yeah, I know how.

But I'm blowed if I can try to explain it without using ASL code!

Al

Computer Whizz posted 07-03-2003 10:30 GMT          
Right....

Give it hit points of it's own....
Make it have to property "HP" and assign a value, when you hit make it remove a certain ammount and there you go.

Computer Whizz

I think Im Back posted 07-03-2003 13:31 GMT          
Seriously, you'll need to actually start opening up your qdk saved files and look at the ASL. You don't necessarily have to learn to code it, but just have an understanding of it of sorts. It's ridiculous to think people can walk you through the qdk process and say, "ok click here, now in this box fill in this..." Just open some of your ASL files with notepad, open up the quest help file and tweak. Start trying to write your own code and then you'll be surprised how easy people can offer you ideas and solutions.
passerby posted 07-03-2003 15:14 GMT          
If you remeber what i said about health, you'll have to do the same thing with your monsters. Damaging monsters means reducing their health, just like them damaging a player reduces the players health.

So, you use the same type of code:

monsterhealth;%monsterhealth% - %damage%

you then check whether the monster's health is zero (or less), and kill it if it is.

so the pseudo code would be:

monsterhealth;%monsterhealth% - %damage%
if %monsterhealth% <= 0 then
msg <The monster wheezes and gives up the ghost>

But remember you have to do this for EVERY monster you can hurt.

And you set the damage that is done by each blow by setting the value of %damage%. In this case, the value of %damage% should be whatever the HP of the weapon being used is. So a sword that is +2 means you would set:

%damage%;2

and the sword will take off 2 health points for every landed blow.

0 Ste 0 posted 08-03-2003 12:50 GMT          
i know how to CODE asl, i just dont know where to put the code. like passerby gives me that code, i open up the asl file....where the hell do i put it? lol can it just go after anything, or does it have to be in a certain place?
Jakk posted 08-03-2003 04:44 GMT          
Why not spend your time on something worthwhile, istead of spending all of your time trying to copy nightmist?
passerby posted 08-03-2003 11:03 GMT          
My "code" isn't code that will run in the form i wrote it, it's pseudo-code, meaning it only describes the steps quest has to programmed to go through.

It does matter where(meaning what script) you put it in. I'm no expert on ASL myself, but the monster code should go in the script for 'use sword on monster', or some such.

0 Ste 0 posted 09-03-2003 18:11 GMT          
jakk,

copy nightmist? how the hell am i copying nightmist? have you actualy SEEN the website? maps are different, descriptions are different, monsters will be different, character classes, and races, will be different, basically everything will be different, apart from the fact that they are both text-based. stupid fool

Jakk posted 09-03-2003 20:04 GMT          
*smacks his forhead*
I ment ebersmile, not the castles game. The reson i claimed ebersmile as a copy is because of the damned help things.

Jakk (signature sucks b/c of lack of HTML)

0 Ste 0 posted 28-03-2003 13:08 GMT          
lol, ok fair enough. yes, ebersmile was basically a mess about so i could get used to QDK. i wasnt going to spend time, thinking about what i could do with the game to make it better etc. so i just used ideas from nightmist. im working on a game called The Red Pennon. yes, you are probably all getting annoyed with me changing things all the time. but because of my lack of knowledge of ASL, i need to make a game where i know how to do things. I dont know how to make it so when you attack a monster, u hit it for random points, and he hits you every 5 seconds for random points, and when u summon a monster in the arena, u summon a random monster out of 5, and other stuff like that. I need to work more on learning about ASL, so bare with me for a while, and i shall make a good game, worth playing, when the full version of Qnet comes out, or to play in single player mode. perhaps if i had some help from some people on here, who know more, we could work together to make a great game, and hopefully in the future, after i have done some work at uni, in VB, ill make a decent RPG and i shall have a bit of money, and everybody who has contributed to the game im making now, will have a position ready and waiting for them on the VB version of the game. if you are interested add me on MSN ([email protected]) and we can talk about the game setting, concepts etc.

thanks.

Computer Whizz posted 28-03-2003 13:24 GMT          
Basically I think programming has got to be in your blood.
If you don't understand the basic principals (instructions executed one by one after the other) then you'll never get it.
No amount of teaching can put programming in your blood....

Computer Whizz

Gautier UK posted 29-03-2003 18:18 GMT          
you are totally right. the only programming language i know alot about is HTML. i find others hard to learn. so ill need some helping hands. those of you who were once willing to help me with ebersmile, you can help me with this game if you like, this time, things will be more promising.