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Hello! :D
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Groovy event recipes... |
Posted by: Holy_Diver - 2009-05-02, 08:46 AM - Forum: SOM Addons
- Replies (13)
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It took some crude logic to wrap my head around the workings of the event handler dialogs (really it could be more explicit -- but I can't say if there is enough room for a proper translation... at least more technical programming terminology might help)
Anyway.... I worked out a clean and efficient means of giving the player constant regen proportional to their str/mag stat (or any stat really)
First let's say it's possible (though I haven't yet tested it on a faster machine to be sure it doesn't spin out of control -- I will soonish though... I should be engineering real software, not dealing with this hackneyed scripting interface )
Anyhow, the basic thrust of it is...
1) Make a Counter for the stat you want to track (strength in this case) ...use the Set Counter From Parameter instruction (took me a while to notice that one... and all of this goes in the same thread, "Sequence" per John's translation)
2) Next you'll need to have another Counter, call it Regen Whatev, and you test this to see if it's over some threshold (in this howto, we'll use 98x10 -- max str (-1) time 10... for human scale timing)
3) IF it is, then give the player 1hp and the important part... set the Regen Whatev Counter to 0!
4) OTHERWISE add the contents of your first Counter (has your current Strength) to the Whatev Counter.
5) END IF
Anywho, that is about as fancy as you can make it (given the poor selection of possibilities)
------------------------------------
For my next trick, I'm going to try to turn the pointless POISON status into a very severe BLEEDING status. Probably change CURSE into a different sort of POISON. And make SLOW a GOLEM status (you don't bleed and other stuff) ...and DARK to a combined DARK/CURSE state. PARALYZE is pretty weird, so I will try to have a counter look for it, then immediately take it off, and replace it with some other side effect (probably critical hit... so a short moment of not moving might be a plus)
edited: Actually max str is 107 (go fig) but you can set it to start at least up to 999 when testing your game (but the level up model stops you at 107... events could make it go higher presumably)
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Formerly: The Remix DoM Project!?! Now general KF discourse. |
Posted by: Holy_Diver - 2009-05-02, 06:14 AM - Forum: Diadem of Maunstraut
- Replies (36)
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First off, I've been given permission to remix Tom's DoM. If you don't know what that is... how dare you??
Second off, if I have any say, this website is gonna need an official DoM board... cause I'm gonna be bringin it back from the dead...
Also, if you don't mind the remix being somewhat spoiled, I'm happy to discuss the project, and even make changes democratically (and even take on help)
But the primary objective of this thread, is to help me out along my way. In here will be more DoM oriented questions. If I have a more general SoM question, it will show up elsewhere. So Tom being the top authority, might wanna check in here now and then (I will try to mark spoilers as much as possible so Tom won't feel like he knows the remix as well as he must know DoM when it finally comes time to play it)
Anyway... first stumpage up to bat. I've moved the starting point for the first map. But the warp point is still there (for you know what) ...and for now I'm leaving it there. But I noticed when I bumped into it (on accident) the level greeting info (title and music) still popped up. So I thought to myself... groovy... better move that. Instead of putting it at the new start point though... for the purpose of dramatics, I situated it at the mouth of a new cave I've made, that opens up into the starting field (and first appearance of monsters)
Only prob is, the event no longer fires when I walk over it, and I've done everything I can think of to make it do so.
Rather than trying to recreate the greeting event, I re-bound it to a new object (which is unique to the map) ...an object I called False Starting Point (cleverly enough)
Anyway, it ain't workin'
PS: I'm wondering if it's possible to change music with a triggered event, or if that is just stuck per map (edited: nvm: see change bgm event)
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Last area - how am I doing? |
Posted by: dmpdesign - 2009-04-24, 06:42 AM - Forum: Trismegistus
- Replies (9)
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Don't have any hearts, so the obvious answer to the question is...I suck.
Anyways, here is what I have done.
Used the symbol, beat the 4 scythe skeletons.
Went into the earth area, unearthed a switch, flipped the axes, unlocked that room.
Moved to the hand area and got the switch there by removing the hands.
Dunno what I am missing now...something about ribs perhaps?
Moving on....water area.
Upheaval on the two pillars obviously turns the symbols on the wall in a specific manner, how that is affected by the placement of the ones you can move on the opposite wall is beyond me.
Fire area.
Got into the room with the shields, locked the fire seal and opened the room to drain the lava. Found I believe 4 switches among the broken pillars (two on the floor and two in the pillars themselves). Where the other two are, i dont know yet...I will keep looking.
Wind area.
Hehe haven't gotten jack squat here yet except frustration.
99 solves 49 magic and i think 17 or 18 intellect.
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Little stuck and more trapped areas |
Posted by: adder1 - 2009-04-15, 11:42 PM - Forum: Trismegistus
- Replies (13)
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First let me say this is a great game. I have been playing it since saturday night on and off. I am a little stuck in the fire real can get the fire staff but can`t find how to cancel force field. will persevere though also have started wind realm don`t know how to get back to main area. Any way the real reason for this post is more trapped areas. One is at the large mask which had the arrow in it if you goto the left between the wall and the boundry before you go up the steps and keep moving forward you will become trapped the view flashes between black and with patterns and the original area first then you get trapped discovered this by accident (got distracted and kept keys pressed). Another area is in the fire realm. When you teleport on to the block beside the tree. If you fall off at the back between the tree and block you can`t seem to get out
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Shadow Tower - I changed my mind |
Posted by: dmpdesign - 2009-04-10, 09:37 PM - Forum: King's Field Series
- Replies (20)
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Been mulling this one over in my mind for a while now thinking I just wouldnt ever feel like playing through it, but for whatever reason I have decided this weekend I will give it another try.
I stuck it on my psp and it looks alot better than when I am playing it on my PC, so I think this will work for me (it was the only way I could play through original KF 1, for some reason old school graphics look so much better on the small screen :)
Anyways, I will likely run into trouble, so I will be needing all your knowledge as I progress and run into trouble ;)
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Which elemental realm is the most difficult to beat? |
Posted by: Hguols - 2009-04-10, 09:11 PM - Forum: Trismegistus
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Um.... This is the first poll I've created ever.
(which is displayed above)
I picked the Water Realm because you have to traverse to another area completely to finish it, and getting the clocks to appear I thought was particularly hidden.
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