News:

For links to other Unlimited Adventures web pages, be sure to check the sticky in the General Discussion board.

Main Menu

Problems with alternate solutions

Started by Randomdays, March 09, 2023, 02:21:56 PM

Previous topic - Next topic

Randomdays

A lot of puzzles and problems in the game have one solution, like finding the right key for the right door.

I would like to have a puzzle with a lot of solutions, but not giving a hint to the player - letting them try to figure it out out on their own

I scripted a few of these for another CRP I'm doing some scripting work on. Could DC handle something like that with scripting?

IE - A closed portcullis with a visible switch/ lever on the other, far side of the room;

Solutions;

1) Bend bars/ lift gate

2) Same with Enlarge or strength applied

3) Shrink to squeeze through the bars

4) Telekinesis

5) Have familiar go through and open it

6) Same with a rat/etc. with Speak to Animals

7) Same with Druid turning into a small animal

8) Gaseous Form/ Dimension Door/ Rock to Mud/ Stone Shape/etc

9) Have an archer shoot it with an arrow with a rope tied to it

And so on.

I would want the spell to be cast as normal and removed from memory, but besides the normal spell effects, for that particular map coordinate, you would get extra text for the process with the door being opened at the end.

I know you could do some of this with a button menu, but you'd have to make sure that the spell was memorized and then cast, and it would take away the problem solving on the player's part.


   

Milos Gulan

Interesting ... I still need to try make underground dungeon ... I wonder how long it will take me. I Will need to think of that  :like:  :coffee2:  :hiding: 
Gulan UA/DC Website

My Instagram... a bit rough but honest... https://www.instagram.com/milos.a.gulan/

manikus

Quote from: Randomdays on March 09, 2023, 02:21:56 PMA lot of puzzles and problems in the game have one solution, like finding the right key for the right door.

I would like to have a puzzle with a lot of solutions, but not giving a hint to the player - letting them try to figure it out out on their own

I scripted a few of these for another CRP I'm doing some scripting work on. Could DC handle something like that with scripting?

IE - A closed portcullis with a visible switch/ lever on the other, far side of the room;

Solutions;
Let's see what I think DC can do. :)

Quote from: Randomdays on March 09, 2023, 02:21:56 PM1) Bend bars/ lift gate

2) Same with Enlarge or strength applied
DC already has a Who Tries event, and I am 99% sure that everything of that event could be scripted.

Quote from: Randomdays on March 09, 2023, 02:21:56 PM3) Shrink to squeeze through the bars
Writing a script to check if a particular party member is shrunk is definitely doable.

Quote from: Randomdays on March 09, 2023, 02:21:56 PM4) Telekinesis
DC does not currently have a Telekinesis  spell because it is so open ended in its uses. However, this doesn't mean that you couldn't add one. DC can check to see if a particular player character has a spell memorized and then remove it from the memorized list.

Quote from: Randomdays on March 09, 2023, 02:21:56 PM5) Have familiar go through and open it

6) Same with a rat/etc. with Speak to Animals

7) Same with Druid turning into a small animal

8) Gaseous Form/ Dimension Door/ Rock to Mud/ Stone Shape/etc
I don't see why not. You will have to do the work to create familiars - that could just be another entry in the monster database or even an entry in the items database depending on how you wanted to go with it.
You would likely need to tweak the Speak with Animals spell, but if you were just checking to see if it was memorized before removing it, you would not.
Druids shapechange ability is currently not part of DC, but not because of scripting. I have created for my own purposes a few years ago a Druid that could change to the shape of a small animal. You would probably not want to use it the way I have, but instead check to see if 1) there is a Druid in the party, 2) is the Druid of a high enough level to change, 3) does the Druid have an appropriate shape that is small enough.
The list of spells I would treat as above by checking if the PC has the spell memorized and then removing it.

Quote from: Randomdays on March 09, 2023, 02:21:56 PM9) Have an archer shoot it with an arrow with a rope tied to it
This is another one of those Who Tries situations which you could totally script.

Quote from: Randomdays on March 09, 2023, 02:21:56 PMI would want the spell to be cast as normal and removed from memory, but besides the normal spell effects, for that particular map coordinate, you would get extra text for the process with the door being opened at the end.
No problem, as I have mentioned above.

Quote from: Randomdays on March 09, 2023, 02:21:56 PMI know you could do some of this with a button menu, but you'd have to make sure that the spell was memorized and then cast, and it would take away the problem solving on the player's part.
A menu would be the easiest way, sure. But it's not the only way.
I would do this using the *SHAZAM* method. It's called from a Text Statement event and is completely scripted. You could just ask the player what they want to do and compare whatever they type in to your list of options and run the appropriate script if you get a match, and have something like a "I don't know what that is" message for things that don't match.

I honestly don't see why this can't be done. The caveat is that this is the most advanced of what DC has to offer. You'll have to learn how to use the GPDL language that Paul created.

GPDL Overview
GETTING PLAYER INPUT IN YOUR GAME

Randomdays

hanks for the reply and explanation. It looks like it will be a bit before I get up to speed on this. I think some of what you mention I could do now though. I was not aware that DC could check to see if a spell was memorized and remove it if it was, basically having the game cast it.

manikus

Quote from: Randomdays on March 10, 2023, 06:00:41 AMhanks for the reply and explanation. It looks like it will be a bit before I get up to speed on this. I think some of what you mention I could do now though. I was not aware that DC could check to see if a spell was memorized and remove it if it was, basically having the game cast it.
Glad that was helpful. :)
On the GPDL Overview page is a link to the List of Functions. This may prove invaluable in your efforts. (I am aware that not all are listed, and I am working on rectifying that.)

Randomdays

Still getting familiar with the engine.

How about......

Start with a button list with the common "Bend Bars" for one button, some common tries for some more obvious choices, and "Try your luck" or "Cast Spell"for another, that leads to a string of "Enter Password" events

If you set each one up like an old text adventure game with a verb-noun combo (shoot arrow, cast shrink, etc) where, as you mentioned if you get a match, you do the action and end the string and open the door, or if you don't move to the next till you get to the end "nothing works" message.

The only thing i see that might be a problem is it looks like the password length is a bit limited.

manikus

If you usthe **SHAZAM** method, that won't be a problem. Otherwise you might have to set up a noun chain and a verb chain.

Randomdays

#7
I think I've got a handle on this now with the work I've been doing, except for the part where Manicus says that DC can remove a memorized spell from the list. Any help with that?

Edit  - found Manicus's example in the script library. Now I have to see if I can figure it out.